[PACS]BR Akaitora's HEROIC Year of Reborn Strife

Game Master Nathan Davis

Turn Order
1. Cogsnap/勝20100
2. Aric/Matsu_Kurisu
3. Ramexes/NathanDavis

Currently playing Scenario 7-6A: Tame the Golem HEROIC

--Party's Hand Tracker--


701 to 750 of 1,009 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

During This Adventure: During this Adventure:

Spoiler:

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).

The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-1 non-Veteran banes and you may remove any Level 0-1 non-Veteran boons.

[u]SCENARIO HARROW SUIT:[/u] Shields

Adventure Path Powers:
- 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.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

During This Scenario: Setup:Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1. When choosing starting locations, you must choose a location that has no more than one other character.

During This Scenario: When moving, you must move to a location that has no more than one other character. If that is not possible, you must move to a location with the fewest number of characters.

Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card. The orcs do not want to share the treasure.
Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible. The tunnels are in fact, trapped.

Additional Rules: Story Banes

Danger: Inferno Trap
Villain: None
Henchmen (Closing): Orc Marauder-Proxy A, Orc Ragers-Proxy B

Inferno Trap:

Story Bane
Type: Barrier
Traits: Fire Trap Veteran
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

Orc Marauder:

Story Bane 4
Type: Monster
Traits:
Orc
Barbarian
Veteran

To Defeat:
Combat 16+##

Powers:
Armor cards cannot be played to reduce damage this encounter.

Before acting, suffer 1d4 Melee Combat damage.


Orc Rager:

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

Scenario Level (#): 4

Turn: 1, Ramexes/NathanDavis

Random Cards:

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

Spoiler:
Zombie
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.

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

Spoiler:
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.

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

Spoiler:
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:
Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

Spoiler:
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

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.

Weapons
Spoiler:
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.

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:
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:
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:
Limning Starknife
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.

Spells
Spoiler:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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


Spoiler:
Safe Haven
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 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:
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:
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:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

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:
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.

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.

Spoiler:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
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, after the roll, you may recharge to add your Survival.

Items
Spoiler:
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.

Spoiler:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

Spoiler:
Bottled Lightning
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.


Spoiler:
Belt of Physical Might
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

Spoiler:
Fireball Beads
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.

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


Allies
Spoiler:
Firepelt Cougar
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

Spoiler:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

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.

Spoiler:
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.

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

Spoiler:
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:
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.

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 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.

Hour Power: No effect.

Current Hour:

Orison:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Cogsnap/勝20100:
Spoiler:
Hourglass Card 1 Cogsnap/勝20100
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 2 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 2 Hayato/WilderRedbeard
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 3 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 Aric/Matsu_Kurisu
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Hourglass Card 4 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 4 Ramexes/NathanDavis
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 5 Cogsnap/勝20100:
Spoiler:
Hourglass Card 5 Cogsnap/勝20100
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 6 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 6 Hayato/WilderRedbeard
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 7 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Aric/Matsu_Kurisu
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 8 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 8 Ramexes/NathanDavis
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.
Hourglass Card 9 Cogsnap/勝20100:
Spoiler:
Hourglass Card 9 Cogsnap/勝20100
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 10 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 10 Hayato/WilderRedbeard
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 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 Aric/Matsu_Kurisu
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 12 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 12 Ramexes/NathanDavis
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.
Hourglass Card 13 Cogsnap/勝20100:
Spoiler:
Hourglass Card 13 Cogsnap/勝20100
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 14 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 14 Hayato/WilderRedbeard
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 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 Aric/Matsu_Kurisu
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 16 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 16 Ramexes/NathanDavis
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 17 Cogsnap/勝20100:
Spoiler:
Hourglass Card 17 Cogsnap/勝20100
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 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 18 Hayato/WilderRedbeard
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 19 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Aric/Matsu_Kurisu
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 20 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 20 Ramexes/NathanDavis
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.
Hourglass Card 21 Cogsnap/勝20100:
Spoiler:
Hourglass Card 21 Cogsnap/勝20100
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 22 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 22 Hayato/WilderRedbeard
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 23 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 23 Aric/Matsu_Kurisu
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 24 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 24 Ramexes/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 25 Cogsnap/勝20100:
Spoiler:
Hourglass Card 25 Cogsnap/勝20100
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 26 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 26 Hayato/WilderRedbeard
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 27 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 27 Aric/Matsu_Kurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 28 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 28 Ramexes/NathanDavis
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 29 Cogsnap/勝20100:
Spoiler:
Hourglass Card 29 Cogsnap/勝20100
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.

Location #1: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/勝20100, Hayato/WilderRedbeard, None

Twisting Passages Card 1:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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.
Twisting Passages 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.
Twisting Passages Card 7:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
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.

Twisting Passages Card 10:
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.
Twisting Passages Card 11:
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.

Location #2: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Aric/Matsu_Kurisu, Ramexes/NathanDavis, None
Twisting Passages 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.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
Wood Golem
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
Mad Prophet
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Twisting Passages Card 7:
Henchman Proxy B2
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.
Twisting Passages Card 8:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Twisting Passages Card 9:
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.
Twisting Passages Card 10:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Twisting Passages Card 11:
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.

Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Ash Giant
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
Verminbane Warhammer
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Twisting Passages Card 9:
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.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Twisting Passages Card 3:
Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Twisting Passages Card 4:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Twisting Passages Card 5:
Returning Totem Spear
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
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.

Location #5: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 4 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
Henchman Proxy B4
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.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
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.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
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.
Twisting Passages Card 12:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.


Deck Handler // Searching for: Ally 6 > Armor 6 > Weapon 6

Front loading all of my cures

Opening Hand:
Wand of Restorative Touch
Blessing of Osiris
Cure
Hellknight of the Nail
Druid of the Flame
Wounding Spear-axe
Examine:
Giant Form
Blessing of Pharasma
Imp
Korvosan Guard
Maiden's Helm
Kept

Ramexes wrote:

Hand: Wand of Restorative Touch, Blessing of Osiris, Cure, Hellknight of the Nail, Druid of the Flame, Wounding Spear-axe,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Twisting Passages
Hero Points: 2
Product Reroll: Used

Deck, Discard, Buried:

Reloaded: Giant Form, Maiden's Helm, Korvosan Guard, Imp, Blessing of Pharasma,
Middle of Deck (Unknown Order): The Gold-Fisted, Embiggen, Scrying, Our Lord in Iron, Pit Gladiator, Earthbreaker, Noble
Recharged:
Discard Pile:
Buried Pile:

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location


Deck handler

Aric - Start 4.2 7-4B: The Trail Grows Hot

Card Upgrade
Wayfinder (AD3) in, Mask of the Red Raven out
Shy Ratani (AD2) in, Psychic Detective out

Loot swaps
Scenario Item out (Bloodbound Hat) out

Starting location
#2: Twisting Passages

Starting Role
Aric

Start of scenario boons
Examine (Shadowless Sword, Wayfinder, Candle of Comity, Shadowless Sword#2, Shy Ratani) Recharge (Candle of Comity, Shadowless Sword#2)

Starting Kit
Quick-Change Mask
Dandy Brute
Blessing of the Starsong

Starting Hand
"

Aric at wrote:

Aric Hand Size 6: Captain's Cutlass (Weapon), Marianix Karn (Ally), Hypnotist's Locket (Item), Blessing of the Midnight Lord (Blessing), Red Leathers (Armor), Blessing of Abadar (Blessing)

Deck: 9 Discard: 0 Buried: 0
Notes: You can use my cards if needed (including the blessings)
Kit: Quick-Change Mask (Item), Dandy Brute (Ally), Blessing of the Starsong (Blessing)

Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard ([X] or recharge) a card to evade a bane you encounter.
☐ When temporarily closing locations, you may discard a card to temporarily close your location.

When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


Hero Points:1

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

☐ On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster (☐ or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

Favored Card: None

"


Deck Handler | Gnome Alchemist

Fine with staying with Hayato.
Do not exchange Corrosion for Enervation as there’s a fair number of barrier due to the wildcard.
Remove Tangleburn Bag from deck (ap power).
Draw initial hand.
Examine top 5 cards. Recharge two of them and put back the others on top.

Cogsnap wrote:

Hand: Steel Ibis Lamellar, Bottled Lightning (Core), Alkali Flask, Potion of Focus, Blast Stone (Core), Anesthetizing Slime, Desna's Freedom

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Twisting Passage 1
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded: Flame Cannon, Potion of Heroism, Clockwork Servant (Core),
Middle of Deck (Unknown Order): Corrosion, Liquid Persuasion, Ambrosia, The Locksmith, Blackfingers, Smoke Bomb, Sling Staff
Recharged: The Publican, Clockwork Butterfly,
Discard Pile:
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Hayato's Deck Handler

Set aside Bastion Boots.
Discard The Courtesan.
Draw starting hand. Examine top 5 of deck:
Warhorse
Thundering Earthbreaker
Surgeon
The Survivor
Hatchetbird
Leave on top in that order.
Happy to start with Cogsnap at: Twisting Passages 1

Hayato wrote:

Hand: Dragonbane Greatsword, Retriever, Pit Gladiator, Gorum's Iron, Blessing of Tsukiyo, Jinfu (Cohort),

Displayed:
Deck: 13 Discard: 1 Buried: 0
Current Location: Twisting Passages 1
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 4B?: N

Deck, Discard, Buried:

Reloaded: Thundering Earthbreaker, Warhorse, Hatchetbird, Surgeon, The Survivor,
Middle of Deck (Unknown Order): Katana +1, Voidglass Armor, Spirit Sword, Banner of the Ancient Kings, Magic Spiked Breastplate, The Keep, White War Paint, Grappler's Mask
Recharged:
Discard Pile: The Courtesan (acq),
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS: RONIN Role Card
On your first combat check of your turn, add 1d6 (☐ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☐ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 ( 1d10).
When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ( or recharge the card you played and put a random card from your discard pile on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.


Deck Handler // Searching for: Ally 6 > Armor 6 > Weapon 6

Hour of Orison

Give Card to Aric: Cure. Assuming he'll return it to me or put into his kit.
Free explore and encounter Wolverine

Wisdom 9: 1d4 ⇒ 4 Banished! Desperate: Discard Hellknight of the Nail

Discard Druid of the Flame to explore and encounter Orison

Divine 2: 1d10 + 3 ⇒ (7) + 3 = 10 Acquired!

Discard Blessing of Osiris to explore and encounter Wood Golem
Recharge Orison

BA Constitution 6: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (3) = 13
Reveal Wounding Spear-axe. Flame On: Recharge Wand of Restorative Touch
Combat 18: 1d8 + 3 + 1d8 + 1 + 1d8 + 4 ⇒ (7) + 3 + (3) + 1 + (8) + 4 = 26 Banished!
Read the Entrails: Examine: Burning Tar

On Cogsnap's turn, display Imp

Ramexes wrote:

Hand: Wounding Spear-axe, Giant Form, Scrying, Embiggen, Maiden's Helm, Korvosan Guard, Blessing of Pharasma,

Displayed: Imp,
Deck: 7 Discard: 3 Buried: 0
Current Location: Twisting Passages
Hero Points: 2
Product Reroll: Used
NOTES:
Available Support: Giant Form: To make your Strength and Con big

Embiggen (local) if you are going to do a number of checks

Scrying Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Noble, Earthbreaker, Pit Gladiator, Our Lord in Iron, The Gold-Fisted
Recharged: Orison, Wand of Restorative Touch,
Discard Pile: Hellknight of the Nail, Druid of the Flame, Blessing of Osiris,
Buried Pile:

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location



Cogsnap's turn has a examine to heal hour. Banishing Scrying to Recovery to examine for Barriers at my location:
Burning Tar
Frost Longspear
Mad Prophet
Send both barriers to the bottom and shuffle Frost Longspear.

Heal: 1d4 - 1 ⇒ (2) - 1 = 1 Blessing of Osiris

End of turn, discard Imp

Ramexes attempts to recover all cards in their Recovery pile.
Scrying: Divine 15: 1d10 + 3 ⇒ (1) + 3 = 4 -> Scrying discarded.

Ramexes wrote:

Hand: Wounding Spear-axe, Giant Form, Embiggen, Maiden's Helm, Korvosan Guard, Blessing of Pharasma,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Current Location: Twisting Passages
Hero Points: 2
Product Reroll: Used
NOTES:
Available Support: Giant Form: To make your Strength and Con big

Embiggen (local) if you are going to do a number of checks

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Orison, The Gold-Fisted, Earthbreaker, Wand of Restorative Touch, Pit Gladiator, Blessing of Osiris, Noble, Our Lord in Iron
Recharged:
Discard Pile: Hellknight of the Nail, Druid of the Flame, Scrying, Imp,
Buried Pile:

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location



Gave Aric Cure. He can either give it back or throw it in the kit


During This Adventure: During this Adventure:

Spoiler:

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).

The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-1 non-Veteran banes and you may remove any Level 0-1 non-Veteran boons.

[u]SCENARIO HARROW SUIT:[/u] Shields

Adventure Path Powers:
- 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.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

During This Scenario: Setup:Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1. When choosing starting locations, you must choose a location that has no more than one other character.

During This Scenario: When moving, you must move to a location that has no more than one other character. If that is not possible, you must move to a location with the fewest number of characters.

Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card. The orcs do not want to share the treasure.
Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible. The tunnels are in fact, trapped.

Additional Rules: Story Banes

Danger: Inferno Trap
Villain: None
Henchmen (Closing): Orc Marauder-Proxy A, Orc Ragers-Proxy B

Inferno Trap:

Story Bane
Type: Barrier
Traits: Fire Trap Veteran
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

Orc Marauder:

Story Bane 4
Type: Monster
Traits:
Orc
Barbarian
Veteran

To Defeat:
Combat 16+##

Powers:
Armor cards cannot be played to reduce damage this encounter.

Before acting, suffer 1d4 Melee Combat damage.


Orc Rager:

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

Scenario Level (#): 4

Turn: 2, Cogsnap/勝20100

Random Cards:

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

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

Spoiler:
Landshark
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.

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:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

Barriers
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.

Spoiler:
Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

Spoiler:
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.

Spoiler:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.

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.

Weapons
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 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:
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.

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:
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
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.

Spoiler:
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.


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:
Aid
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spoiler:
Mistform
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


Armors
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 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:
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:
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.

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.

Items
Spoiler:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

Spoiler:
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.

Spoiler:
Wand of Restorative Touch
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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


Spoiler:
Fireball Beads
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.

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


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.

Allies
Spoiler:
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.

Spoiler:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.

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:
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:
Nightspear
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

Blessings
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.

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

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

Spoiler:
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.

Current Hour:

The Hidden Truth:
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.

Hours Remaining: 28

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 1 Hayato/WilderRedbeard
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 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Aric/Matsu_Kurisu
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Hourglass Card 3 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 3 Ramexes/NathanDavis
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 4 Cogsnap/勝20100:
Spoiler:
Hourglass Card 4 Cogsnap/勝20100
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 5 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 5 Hayato/WilderRedbeard
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 6 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Aric/Matsu_Kurisu
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 7 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 7 Ramexes/NathanDavis
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.
Hourglass Card 8 Cogsnap/勝20100:
Spoiler:
Hourglass Card 8 Cogsnap/勝20100
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 9 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 9 Hayato/WilderRedbeard
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 10 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Aric/Matsu_Kurisu
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 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 11 Ramexes/NathanDavis
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.
Hourglass Card 12 Cogsnap/勝20100:
Spoiler:
Hourglass Card 12 Cogsnap/勝20100
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 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 13 Hayato/WilderRedbeard
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 14 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Aric/Matsu_Kurisu
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 15 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 15 Ramexes/NathanDavis
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 16 Cogsnap/勝20100:
Spoiler:
Hourglass Card 16 Cogsnap/勝20100
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 17 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 17 Hayato/WilderRedbeard
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 18 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Aric/Matsu_Kurisu
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 19 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 19 Ramexes/NathanDavis
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.
Hourglass Card 20 Cogsnap/勝20100:
Spoiler:
Hourglass Card 20 Cogsnap/勝20100
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 21 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 21 Hayato/WilderRedbeard
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 22 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 Aric/Matsu_Kurisu
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 23 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 23 Ramexes/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 24 Cogsnap/勝20100:
Spoiler:
Hourglass Card 24 Cogsnap/勝20100
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 25 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 25 Hayato/WilderRedbeard
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 26 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 26 Aric/Matsu_Kurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 27 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 27 Ramexes/NathanDavis
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 28 Cogsnap/勝20100:
Spoiler:
Hourglass Card 28 Cogsnap/勝20100
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.

Location #1: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/勝20100, Hayato/WilderRedbeard, None

Twisting Passages Card 1:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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.
Twisting Passages 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.
Twisting Passages Card 7:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
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.

Twisting Passages Card 10:
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.
Twisting Passages Card 11:
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.

Location #2: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Matsu_Kurisu, Ramexes/NathanDavis, Frost Longspear
Twisting Passages Card 1:
Henchman Proxy B2
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.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Twisting Passages Card 5:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Twisting Passages 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.
Twisting Passages Card 7 (Mad Prophet):
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.
Twisting Passages Card 8 (Burning Tar):
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.

Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Ash Giant
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
Verminbane Warhammer
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Twisting Passages Card 9:
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.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Twisting Passages Card 3:
Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Twisting Passages Card 4:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Twisting Passages Card 5:
Returning Totem Spear
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
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.

Location #5: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 4 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
Henchman Proxy B4
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.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
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.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
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.
Twisting Passages Card 12:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.


Deck Handler | Gnome Alchemist

The Hidden Truth
Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.
Not sure I can take advantage of this.

Explore, encountering

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.

Use power and put Alkali Flask in recovery instead of Bottled Lightning (Core) to use Craft + 3d8, +d6 from power due to ranged trait.
Combat 15: 1d10 + 4 + 3d8 + 1d6 ⇒ (9) + 4 + (3, 4, 2) + (5) = 27
Defeated. Use power and recharge Blast Stone (Core) to draw a new Alchemical/Liquid item. None in random. Used the website, got Bottled Lightning again! Marked as acquired.

Use power to put the newly drawn Bottled Lightning instead of Anesthetizing Slime used to explore.
Encountering:

Twisting Passages Card 2: 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.

It would have been nice to keep Blast Stone after all.
Recharge Steel Ibis Lamellar to add a d6.
Disable 8: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9
Defeated

Put Anesthetizing Slime in recovery to explore.

Twisting Passages Card 3: Inquisitor Devil:

CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.

Put Bottled Lightning (Core) in recovery to use Craft + 3d8, +d6 from power due to ranged trait.
Combat 17: 1d10 + 4 + 3d8 + 1d6 ⇒ (3) + 4 + (4, 3, 7) + (5) = 26
Defeated, use power and recharge Desna's Freedom to draw a new Alchemical/Liquid item: Tangleburn Bag. Marked as acquired.

End of turn:
Alkali Flask Recovery, craft 13: 1d10 + 4 ⇒ (9) + 4 = 13 recharged
Bottled Lightning (Core) acquired, craft 14: 1d10 + 4 ⇒ (9) + 4 = 13 discarded
Anesthetizing Slime, craft 7: 1d10 + 4 ⇒ (10) + 4 = 14 discard Tangleburn Bag acquired so that it is recharged
Bottled Lightning (Core), craft 14: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
Draw 6 cards

Cogsnap wrote:

Hand: Flame Cannon, Sling Staff, Corrosion, Potion of Focus, Potion of Heroism, Liquid Persuasion, Clockwork Servant (Core)

Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Twisting Passage 1
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ambrosia, The Locksmith, Blackfingers, Smoke Bomb
Recharged: The Publican, Clockwork Butterfly, Blast Stone (Core), Steel Ibis Lamellar, Desna's Freedom, Alkali Flask, Anesthetizing Slime, Bottled Lightning (Core),
Discard Pile: Bottled Lightning (Core) acquired, Tangleburn Bag acquired,
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Hayato's Deck Handler

The hour of The Inquisitor
When this is the hour: You may not use powers to reroll dice.
Remain at Twisting Passages 1.

Explore:

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.
Melee 10: 1d10 + 5 ⇒ (2) + 5 = 7 failed, banished
Discard Blessing of Tsukiyo for Desperate wildcard.

Recharge Retriever and reload a random card from discards (Blessing of Tsukiyo) to explore:

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.
Cognsap & Hayato summon and encounter the danger.
Inferno Trap:
Story Bane
Type: Barrier
Traits: Fire Trap Veteran
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.
Reload Jinfu to reduce Fire damage by 1 to 0, then recharge a random discard (The Courtesan) per Hayato's power.
Asking Cogsnap to play Corrosion. Asking Aric to discard Blessing of Abadar to double bless.
Dexterity 8+##=16: 4d6 ⇒ (1, 6, 5, 3) = 15 Paizo re-roll the 1st d6
Dexterity 8+##=16: 1d6 + 14 ⇒ (1) + 14 = 15 failed
Hayato and Cogsnap take 1d4 Fire damage.
Fire damage: 1d4 ⇒ 3 Discard remaining cards in hand.

No cards in hand to discard for Fire damage during Cogsnap's encounter. After Cogsnap's encounter, end turn & reset hand.

Hayato wrote:

Hand: Thundering Earthbreaker, Warhorse, Surgeon, Blessing of Tsukiyo, Jinfu (Cohort),

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Twisting Passages 1
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 4C2?: Y

Deck, Discard, Buried:

Reloaded: Hatchetbird, The Survivor,
Middle of Deck (Unknown Order): Spirit Sword, The Keep, White War Paint, Grappler's Mask, Banner of the Ancient Kings, Voidglass Armor, Katana +1, Magic Spiked Breastplate
Recharged: Retriever, The Courtesan (acq),
Discard Pile: Dragonbane Greatsword, Pit Gladiator, Gorum's Iron,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS: RONIN Role Card
On your first combat check of your turn, add 1d6 (☐ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☐ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 ( 1d10).
When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ( or recharge the card you played and put a random card from your discard pile on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.


Deck Handler | Gnome Alchemist

BA: 1 fire damage. Discarding Sling Staff.

Fire damage due to undefeated barrier: 1d4 ⇒ 3 Discard Flame Cannon, Potion of Heroism, and Liquid Persuasion.

Then Cogsnap encounters the danger.

BA: 1 fire damage, discard Liquid Persuasion.

Put Potion of Focus to add craft skill to the non combat check.
Craft 6+##=14: 1d10 + 4 + 1d10 + 4 ⇒ (5) + 4 + (1) + 4 = 14
Defeated.

End of Hayato’s turn:
Recovery Corrosion, Arcane 9: 1d10 + 3 ⇒ (6) + 3 = 9 recharged
Recovery Potion of Focus, Craft 10: 1d10 + 4 ⇒ (3) + 4 = 7 use power so that it is discarded.

Cogsnap wrote:

Hand:

Displayed:
Deck: 13 Discard: 8 Buried: 0
Current Location: Twisting Passage 1
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Smoke Bomb, Blackfingers, Ambrosia, The Locksmith
Recharged: The Publican, Clockwork Butterfly, Blast Stone (Core), Steel Ibis Lamellar, Desna's Freedom, Alkali Flask, Anesthetizing Slime, Bottled Lightning (Core), Corrosion,
Discard Pile: Bottled Lightning (Core) acquired, Tangleburn Bag acquired, Sling Staff, Flame Cannon, Potion of Heroism, Liquid Persuasion, Clockwork Servant (Core), Potion of Focus,
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck handler

Turn order: Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100, Hayato/WilderRedbeard

Out of Turn Updates
Received Cure from Ramexes
Discard Blessing of Abadar for Hayato

Blessing = 2 Aric/Matsu_Kurisu: Old Deadeye
When this is the hour: On your check, if you are at a Wild location, add 1d4.

Start of Turn

At: #2: Twisting Passages

Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( Hypnotist's Locket )
Into Hand ( Blessing of the Starsong )

Give: Cure to Ramexes
Move: No
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.

Red Raven.End of Move.Examine = (1: Henchman Proxy B2, Orc Rager, Monster)

Change to Aric Change to the Red Raven
Kit Swap:
Into Kit (Marianix Karn)
Into Hand ( Quick-Change Mask )

Monster = Yes. May Encounter

Power.Encounter = 1: Henchman Proxy B2: Orc Rager: Monster, Combat 18(10+4+4)

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

BYA Combat Damage: 1d4 ⇒ 4 Bury Red Leathers to reduce to 0

Reveal Captain's Cutlass 1d10+3+3+1d6+1, recharge Blessing of the Midnight Lord +2d10
Combat 18: 1d10 + 4 + 3 + 1d6 + 1 + 2d10 ⇒ (9) + 4 + 3 + (3) + 1 + (4, 9) = 33 Banished

Location #2: Twisting Passages
When Closing: Succeed at a Wisdom 9(5+4) check.
Recharge Quick-Change Mask to use stealth 1d10+4+2
Wisdom 9: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11 CLOSED

Pausing turn. Ran out of time


Continuing turn.

Location #2: Twisting Passages
When Permanently Closed: Each local character moves to a random other location.
Red Raven moves to (1,3,4,5): 1d4 ⇒ 4
Ramexes moves to (1,3,4,5): 1d4 ⇒ 2

Free Explore = Twisting Passages Card 1: Wailing Maidens, Barrier 3: Stealth 13

Spoiler:
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

BYA Constitution 8, autofail. => DAZED Ouch, No examines

Stealth 1d10+4+2, recharge Captain's Cutlass +1d6
Stealth 13: 1d10 + 4 + 2 + 1d6 ⇒ (10) + 4 + 2 + (6) = 22 Banished

End of Turn

Red Raven.EoT Examine = ( No. DAZED )

Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )

Monster = No. May not Encounter

Power.Encounter =

Recovery

Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Candle of Comity, Blessing of Abadar(2), Shadowless Sword#2

Summary
Location = #2: Twisting Passages: CLOSED
Acquired =
Banished = 1: Henchman Proxy B2
Examined =
Added =

Location = #5: Twisting Passages: (2-12)
Acquired =
Banished = 1: Wailing Maidens
Examined =
Added =

Displayed =

From Box =

Give =
Used =

Other = Ramexes moves to #3: Twisting Passages, Aric/The Red Raven is Dazed

"

The Red Raven at wrote:

The Red Raven Hand Size 4: Blessing of the Starsong (Blessing), Candle of Comity (Item), Blessing of Abadar(2) (Blessing), Shadowless Sword#2 (Weapon)

Deck: 9 Discard: 1 Buried: 1
Notes: You can use my cards if needed (including the blessings)
Kit: Marianix Karn (Ally), Hypnotist's Locket (Item), Dandy Brute (Ally)

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

☐ On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster (☐ or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

Favored Card: None


Hero Points:1

Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard ([X] or recharge) a card to evade a bane you encounter.
☐ When temporarily closing locations, you may discard a card to temporarily close your location.

When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit

"


Deck Handler // Searching for: Ally 6 > Armor 6 > Weapon 6

Off turn: Receive Cure

Hour of The Prince of Pain

Free explore and encounter The Unveiling
Use the hour to draw Earthbreaker and discard Pit Gladiator from the top of the deck.
Display Embiggen

Divine 7: 1d12 + 3 ⇒ (1) + 3 = 4 Banished. Desperate: Discard Korvosan Guard

Banish Cure to Recovery

Heal Cards: 1d4 + 1 ⇒ (4) + 1 = 5 Hellknight of the Nail, Imp, Pit Gladiator, Scrying, and Druid of the Flame

Expendable: Bury Korvosan Guard to explore and encounter Ash Giant
Use the hour to draw Wand of Restorative Touch and discard Scrying from the top of the deck.
Embiggen. Reveal Earthbreaker. Flame On: Recharge Wand of Restorative Touch

Combat 22: 1d12 + 3 + 1d20 + 1d12 ⇒ (12) + 3 + (11) + (9) = 35 Banished!
Read the entrails: Examine Sarenrae's Light

Ramexes ends their turn.

Ramexes attempts to recover all cards in their Recovery pile.
Embiggen: Divine 10: 1d12 + 3 ⇒ (1) + 3 = 4 -> Embiggen discarded.
Cure: Divine 8: 1d10 + 3 ⇒ (6) + 3 = 9 -> Cure recharged .

Ramexes resets their hand.

Alone in the tunnels Ramexes stretches himself thin looking for treasure and his companions eventually coming face to face with an Ash Giant. Having thoroughly introduced the giant to a flaming hammer, Ramaxes continues his search.

"

Ramexes wrote:

Hand: Wounding Spear-axe, Earthbreaker, Giant Form, Maiden's Helm, Blessing of Pharasma, Orison,

Displayed:
Deck: 10 Discard: 2 Buried: 1
Current Location: Twisting Passages 3
Hero Points: 2
Product Reroll: Used
NOTES:
Available Support: Giant Form: To make your Strength and Con big

Blessings Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Druid of the Flame, Blessing of Osiris, The Gold-Fisted, Noble, Imp, Our Lord in Iron, Pit Gladiator, Hellknight of the Nail
Recharged: Wand of Restorative Touch, Cure,
Discard Pile: Scrying, Embiggen,
Buried Pile: Korvosan Guard,

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location


During This Adventure: During this Adventure:

Spoiler:

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).

The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-1 non-Veteran banes and you may remove any Level 0-1 non-Veteran boons.

[u]SCENARIO HARROW SUIT:[/u] Shields

Adventure Path Powers:
- 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.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

During This Scenario: Setup:Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1. When choosing starting locations, you must choose a location that has no more than one other character.

During This Scenario: When moving, you must move to a location that has no more than one other character. If that is not possible, you must move to a location with the fewest number of characters.

Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card. The orcs do not want to share the treasure.
Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible. The tunnels are in fact, trapped.

Additional Rules: Story Banes

Danger: Inferno Trap
Villain: None
Henchmen (Closing): Orc Marauder-Proxy A, Orc Ragers-Proxy B

Inferno Trap:

Story Bane
Type: Barrier
Traits: Fire Trap Veteran
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

Orc Marauder:

Story Bane 4
Type: Monster
Traits:
Orc
Barbarian
Veteran

To Defeat:
Combat 16+##

Powers:
Armor cards cannot be played to reduce damage this encounter.

Before acting, suffer 1d4 Melee Combat damage.


Orc Rager:

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

Scenario Level (#): 4

Turn: 6, Cogsnap/勝20100

Random Cards:

Monsters
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:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.

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:
Spectre
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.

Spoiler:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.

Barriers
Spoiler:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.

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

Spoiler:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

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:
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.

Weapons
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:
Shock Glaive
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

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:
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:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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


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:
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:
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:
Restoration
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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


Armors
Spoiler:
Totem Klar
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival 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:
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:
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:
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 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.

Items
Spoiler:
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.

Spoiler:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

Spoiler:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

Spoiler:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it 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.

Allies
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.

Spoiler:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Spoiler:
Firepelt Cougar
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to 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.

Spoiler:
Hippogriff Fledgling
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

Blessings
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 First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.

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:
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.

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.

Hour Power: On your check, if no boons are played, it is blessed.

Current Hour:

The Peacock:
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.

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 1 Hayato/WilderRedbeard
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 2 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Aric/Matsu_Kurisu
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 3 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 3 Ramexes/NathanDavis
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.
Hourglass Card 4 Cogsnap/勝20100:
Spoiler:
Hourglass Card 4 Cogsnap/勝20100
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 5 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 5 Hayato/WilderRedbeard
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 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Aric/Matsu_Kurisu
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 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 7 Ramexes/NathanDavis
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.
Hourglass Card 8 Cogsnap/勝20100:
Spoiler:
Hourglass Card 8 Cogsnap/勝20100
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 9 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 9 Hayato/WilderRedbeard
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 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Aric/Matsu_Kurisu
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 11 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 11 Ramexes/NathanDavis
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 12 Cogsnap/勝20100:
Spoiler:
Hourglass Card 12 Cogsnap/勝20100
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 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 13 Hayato/WilderRedbeard
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 14 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Aric/Matsu_Kurisu
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 15 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 15 Ramexes/NathanDavis
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.
Hourglass Card 16 Cogsnap/勝20100:
Spoiler:
Hourglass Card 16 Cogsnap/勝20100
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 17 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 17 Hayato/WilderRedbeard
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 18 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Aric/Matsu_Kurisu
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 19 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 19 Ramexes/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 20 Cogsnap/勝20100:
Spoiler:
Hourglass Card 20 Cogsnap/勝20100
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 21 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 21 Hayato/WilderRedbeard
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 22 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 Aric/Matsu_Kurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 23 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 23 Ramexes/NathanDavis
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 24 Cogsnap/勝20100:
Spoiler:
Hourglass Card 24 Cogsnap/勝20100
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.

Location #1: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/勝20100, Hayato/WilderRedbeard, None

Twisting Passages Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 2:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
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.

Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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.

Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ramexes/NathanDavis, None
Twisting Passages Card 1 (Sarenrae's Light):
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
Verminbane Warhammer
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Twisting Passages Card 7:
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.
Twisting Passages 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.
Twisting Passages Card 9:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Twisting Passages Card 3:
Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Twisting Passages Card 4:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Twisting Passages Card 5:
Returning Totem Spear
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
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.

Location #5: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Aric/Matsu_Kurisu, None
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
Henchman Proxy B4
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.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
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.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.


Deck Handler | Gnome Alchemist

Hour Power: On your check, if no boons are played, it is blessed.
Nice to have that on an empty hand

Explore and encounter

Twisting Passages Card 1: Henchman Proxy A1 / Closing / Orc Marauder:

Story Bane 4
Type: Monster
Traits:
Orc
Barbarian
Veteran

To Defeat:
Combat 16+##

Powers:
Armor cards cannot be played to reduce damage this encounter.

Before acting, suffer 1d4 Melee Combat damage.


Before acting: Melee Combat: 1d4 ⇒ 2 No cards to discard.
No boons are played the check is blessed.
Combat 16+##=24: 2d6 ⇒ (2, 3) = 5
No card to discard for all that damage.
Hayato might want to avenge but I have few chances at succeeding at the Wisdom 9 check with only 2d6 Wisdom.


Hayato's Deck Handler

I'm going to pass on the avenge. If I roll max damage on the BYA power I will hand wipe after burying a card to avenge.

The hour of The Crows
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
Remain at Twisting Passages 1.

Recharge Surgeon to heal Cogsnap 1 discarded card.
Explore random top card: 1d6 ⇒ 2:

Symbol of Insanity:
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Discard Blessing of Tsukiyo to bless for 2d6. Pausing to see if Cogsnap has any help available.


Deck Handler | Gnome Alchemist

Cogsnap is healed for 1: (Tangleburn Bag acquired). Deck shuffled.

Cogsnap wrote:

Hand: Smoke Bomb, The Locksmith, Ambrosia, Blackfingers, The Publican, Clockwork Butterfly, Blast Stone (Core)

Displayed:
Deck: 7 Discard: 7 Buried: 0
Current Location: Twisting Passage 1
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bottled Lightning (Core), Corrosion, Steel Ibis Lamellar, Alkali Flask, Anesthetizing Slime, Desna's Freedom, Tangleburn Bag acquired
Recharged:
Discard Pile: Bottled Lightning (Core) acquired, Sling Staff, Flame Cannon, Potion of Heroism, Liquid Persuasion, Clockwork Servant (Core), Potion of Focus,
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Hayato's Deck Handler

Ask Cogsnap for the Publican in place of Tsukiyo.
Wisdom 12: 3d6 ⇒ (1, 2, 6) = 9 failed
Cogsnap Combat damage: 1d4 - 1 ⇒ (2) - 1 = 1
Reload Jinfu to block 1 damage to Cogsnap.
Hayato Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2
Discard Blessing of Tsukiyo and Warhorse for damage.
Barrier shuffled back into location.

End turn & reset hand.

Hayato wrote:

Hand: Thundering Earthbreaker, Voidglass Armor, Hatchetbird, The Survivor, Jinfu (Cohort),

Displayed:
Deck: 10 Discard: 5 Buried: 0
Current Location: Twisting Passages 1
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Blessing
Other: Dice Re-Roll Used for 4C2?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Spiked Breastplate, Spirit Sword, Grappler's Mask, The Keep, Banner of the Ancient Kings, Katana +1, White War Paint
Recharged: Retriever, The Courtesan (acq), Surgeon,
Discard Pile: Dragonbane Greatsword, Pit Gladiator, Gorum's Iron, Blessing of Tsukiyo, Warhorse,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS: RONIN Role Card
On your first combat check of your turn, add 1d6 (☐ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☐ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 ( 1d10).
When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ( or recharge the card you played and put a random card from your discard pile on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.


Deck Handler | Gnome Alchemist

Use power to put Blast Stone (Core) in recovery instead of Ambrosia.

Healing: 1d4 + 1 ⇒ (2) + 1 = 3

Cogsnap is healed for 3: (Sling Staff, Clockwork Servant (Core), Liquid Persuasion). Deck shuffled.

Use power to put Smoke Bomb in recovery instead of Ambrosia.

Healing: 1d4 + 1 ⇒ (4) + 1 = 5

Cogsnap has all cards in his discard pile healed: (Bottled Lightning (Core) acquired, Flame Cannon, Potion of Heroism, Potion of Focus, The Publican). Deck shuffled.

End of Hayato’s turn:

Recovery Blast Stone (Core), craft 6: 1d10 + 4 ⇒ (3) + 4 = 7 recharged
Smoke Bomb, craft 9: 1d10 + 4 ⇒ (8) + 4 = 12 recharged

Cogsnap wrote:

Hand: The Locksmith, Ambrosia, Blackfingers, Clockwork Butterfly

Displayed:
Deck: 17 Discard: 0 Buried: 0
Current Location: Twisting Passage 1
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Servant (Core), Flame Cannon, Tangleburn Bag acquired, Potion of Focus, Bottled Lightning (Core), Sling Staff, Bottled Lightning (Core) acquired, Corrosion, Steel Ibis Lamellar, Liquid Persuasion, Anesthetizing Slime, Desna's Freedom, The Publican, Potion of Heroism, Alkali Flask
Recharged: Blast Stone (Core), Smoke Bomb,
Discard Pile:
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.

Cogsnap drank all manner of strange concoctions that starts feeling better.


Deck handler

Turn order: Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100, Hayato/WilderRedbeard

Out of Turn Updates

Blessing = 2 Aric/Matsu_Kurisu: The Rabbit Prince
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

Start of Turn

At: #5: Twisting Passages

Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( Shadowless Sword#2 )
Into Hand ( Hypnotist's Locket )

Give: No
Move: No
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.

Red Raven.End of Move.Examine = (No, DAZED)

Change to Aric [s]Change to the Red Raven
Kit Swap: [/s]
Into Kit ()
Into Hand ()

Monster = No. May Not Encounter

Power.Encounter = No

Free Explore = 1: Ausio Carowyn, Ally 3: Diplomacy 7

Spoiler:
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.

Diplomacy 1d10+2+3
Diplomacy 7: 1d10 + 2 + 3 ⇒ (6) + 2 + 3 = 11 Acquired

Discard Recharge ac Ausio Carowyn to explore and may evade & explore again =
2: Humanbane Rapier, Weapon 2: Strength 11

Spoiler:
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.

1d6 says Nope. Banished

End of Turn
Red Raven.EoT Examine = ( No. DAZED )
Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )

Monster = No. May not Encounter
Power.Encounter =

Dazed= shuffle your hand into your deck and remove this scourge.

Recovery

Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Sorrowsoul, Blessing of the Sages, ac Ausio Carowyn, Hypnotist's Locket, Menacing Backsword +1, Quick-Change Mask

Summary
Location = #5: Twisting Passages: (2-12)
Acquired = 1: Ausio Carowyn
Banished = 2: Humanbane Rapier
Examined =
Added =

Displayed =

From Box =

Give =
Used =

Other =
"

Aric at wrote:

Aric Hand Size 6: Sorrowsoul (Ally), Blessing of the Sages (Blessing), ac Ausio Carowyn (Ally), Hypnotist's Locket (Item), Menacing Backsword +1 (Weapon), Quick-Change Mask (Item)

Deck: 8 Discard: 1 Buried: 1
Notes: You can use my cards if needed (including the blessings)
Kit: Marianix Karn (Ally), Shadowless Sword#2 (Weapon), Dandy Brute (Ally)

Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard ([X] or recharge) a card to evade a bane you encounter.
☐ When temporarily closing locations, you may discard a card to temporarily close your location.

When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


Hero Points:1

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

☐ On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster (☐ or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

Favored Card: None

"


Deck Handler // Searching for: Ally 6 > Armor 6 > Weapon 6

Hour of The Winged Serpent

Free explore and encounter Sarenrae's Light

Divine 4+4: 1d10 + 3 ⇒ (4) + 3 = 7 Banished! Desperate: Discard Earthbreaker

Discard Orison to explore and encounter Stinging Wasps
Aric recharges Blessing of the Sages

Perception 11: 1d4 + 3d8 ⇒ (1) + (2, 4, 3) = 10
Product Reroll
Perception 11: 1d4 + 9 ⇒ (2) + 9 = 11 Banished!

Sarenrae's light does not reach the darkness of these tunnels, but the Wasps sure do. Unable to rely on Aric's physical presence, Ramexes tries to be as alert as he is. And is just able to avoid triggering the ire of these wasps.

On Cogsnap's turn display Imp to draw Pit Gladiator and Hellknight of the Nail

Ramexes wrote:

Hand: Wounding Spear-axe, Giant Form, Maiden's Helm, Pit Gladiator, Hellknight of the Nail, Blessing of Osiris, Blessing of Pharasma,

Displayed: Imp,
Deck: 6 Discard: 5 Buried: 1
Current Location: Twisting Passages 3
Hero Points: 2
Product Reroll: Used
NOTES:
Available Support: Giant Form: To make your Strength and Con big

Blessings Available

Pit Gladiator: Can use for 2d6 local combat in a pinch

Hellknight of the Nail: Local combat check against a non-villain bane, add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Gold-Fisted, Our Lord in Iron, Noble, Druid of the Flame
Recharged: Wand of Restorative Touch, Cure,
Discard Pile: Scrying, Embiggen, The Keep, Orison, Earthbreaker,
Buried Pile: Korvosan Guard,

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location


Recharged Aric's Blessing of the Sages


During This Adventure: During this Adventure:

Spoiler:

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).

The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-1 non-Veteran banes and you may remove any Level 0-1 non-Veteran boons.

[u]SCENARIO HARROW SUIT:[/u] Shields

Adventure Path Powers:
- 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.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

During This Scenario: Setup:Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1. When choosing starting locations, you must choose a location that has no more than one other character.

During This Scenario: When moving, you must move to a location that has no more than one other character. If that is not possible, you must move to a location with the fewest number of characters.

Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card. The orcs do not want to share the treasure.
Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible. The tunnels are in fact, trapped.

Additional Rules: Story Banes

Danger: Inferno Trap
Villain: None
Henchmen (Closing): Orc Marauder-Proxy A, Orc Ragers-Proxy B

Inferno Trap:

Story Bane
Type: Barrier
Traits: Fire Trap Veteran
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

Orc Marauder:

Story Bane 4
Type: Monster
Traits:
Orc
Barbarian
Veteran

To Defeat:
Combat 16+##

Powers:
Armor cards cannot be played to reduce damage this encounter.

Before acting, suffer 1d4 Melee Combat damage.


Orc Rager:

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

Scenario Level (#): 4

Turn: 10, Cogsnap/勝20100

Random Cards:

Monsters
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:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.

Spoiler:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and 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:
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.

Barriers
Spoiler:
Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

Spoiler:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.

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

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

Spoiler:
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.

Weapons
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:
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:
Blackjack's Rapier
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

Spoiler:
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.

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:
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.

Spoiler:
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.

Spoiler:
Aid
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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:
Wall of Light
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

Armors
Spoiler:
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.

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:
Totem Klar
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival 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 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:
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:
Persona Mask
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

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:
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.

Spoiler:
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.


Spoiler:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

Allies
Spoiler:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

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.

Spoiler:
Nightspear
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

Spoiler:
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.

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.

Blessings
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 Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
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.

Spoiler:
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.

Hour Power: On your check, you may reroll any dice showing 1.

Current Hour:

Master of Masters:
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 1 Hayato/WilderRedbeard
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 2 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Aric/Matsu_Kurisu
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 3 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 3 Ramexes/NathanDavis
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.
Hourglass Card 4 Cogsnap/勝20100:
Spoiler:
Hourglass Card 4 Cogsnap/勝20100
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 5 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 5 Hayato/WilderRedbeard
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 6 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Aric/Matsu_Kurisu
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 7 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 7 Ramexes/NathanDavis
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 8 Cogsnap/勝20100:
Spoiler:
Hourglass Card 8 Cogsnap/勝20100
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 9 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 9 Hayato/WilderRedbeard
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 10 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Aric/Matsu_Kurisu
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 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 11 Ramexes/NathanDavis
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.
Hourglass Card 12 Cogsnap/勝20100:
Spoiler:
Hourglass Card 12 Cogsnap/勝20100
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 13 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 13 Hayato/WilderRedbeard
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 14 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Aric/Matsu_Kurisu
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 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 15 Ramexes/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 16 Cogsnap/勝20100:
Spoiler:
Hourglass Card 16 Cogsnap/勝20100
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 17 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 17 Hayato/WilderRedbeard
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 18 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Aric/Matsu_Kurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 19 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 19 Ramexes/NathanDavis
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 20 Cogsnap/勝20100:
Spoiler:
Hourglass Card 20 Cogsnap/勝20100
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.

Location #1: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/勝20100, Hayato/WilderRedbeard, Henchman Proxy A1, Symbol of Insanity

Twisting Passages Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Twisting Passages Card 6:
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.


Location #3: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/NathanDavis, None
Twisting Passages Card 1:
Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
Verminbane Warhammer
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Twisting Passages Card 3:
Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Twisting Passages Card 4:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Twisting Passages Card 5:
Returning Totem Spear
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
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.

Location #5: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Aric/Matsu_Kurisu, None
Twisting Passages Card 1:
Henchman Proxy B4
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.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages 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.
Twisting Passages Card 9:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.


Deck Handler | Gnome Alchemist

Hour Power: On your check, you may reroll any dice showing 1.

Put Ambrosia in recovery to heal Hayato.
I’m worried that I will discard it to damage, so better use it and have a shot at recharging it.
Hayato’s healing: 1d4 + 1 ⇒ (4) + 1 = 5

Then use the free explore, encountering

Henchman Proxy A1 / Orc Marauder:

Story Bane 4
Type: Monster
Traits:
Orc
Barbarian
Veteran

To Defeat:
Combat 16+##

Powers:
Armor cards cannot be played to reduce damage this encounter.

Before acting, suffer 1d4 Melee Combat damage.

Cogsnap looked around in hope of finding something useful but instead caught the gaze of an orc with a big axe. He starts running away as fast he can while thinking not again!
Before acting melee combat: 1d4 ⇒ 3 Discard remaining 3 cards.
Combat 16+##: 1d6 ⇒ 3
No card left to discard.

Location is shuffled with the proxy.

End turn:
Ambrosia recovery, craft 14: 1d10 + 4 ⇒ (7) + 4 = 11 Use power so that it is discarded
Draw 7 cards

Cogsnap wrote:

Hand: The Publican, Liquid Persuasion, Clockwork Servant (Core), Flame Cannon, Corrosion, Desna's Freedom, Steel Ibis Lamellar

Displayed:
Deck: 10 Discard: 4 Buried: 0
Current Location: Twisting Passage 1
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Anesthetizing Slime, Potion of Focus, Sling Staff, Potion of Heroism, Bottled Lightning (Core), Bottled Lightning (Core) acquired, Alkali Flask, Tangleburn Bag acquired
Recharged: Blast Stone (Core), Smoke Bomb,
Discard Pile: The Locksmith, Blackfingers, Clockwork Butterfly, Ambrosia,
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Hayato's Deck Handler

Off turn: Cogsnap heals Hayato for 5 (Thanks, 勝20100!): Dragonbane Greatsword, Pit Gladiator, Gorum's Iron, Blessing of Tsukiyo & Warhorse.
Bury Hatchetbird to avenge Cogsnap's encounter with Orc Marauder.
BA Combat damage: 1d4 ⇒ 2 Discard Voidglass Armor for 1 damage, reload Jinfu to block 1 damage. Recharge Voidglass Armor for playing Jinfu per Hayato's power.
Reveal Thundering Earthbreaker, discard The Survivor to bless.
Combat 16+##=24: 2d10 + 5 + 1d12 + 2 ⇒ (2, 9) + 5 + (7) + 2 = 25 defeated
Attempt to close location. Ramexes discards BoPharasma to bless.
Survival 5+#=9: 2d6 + 1 ⇒ (2, 1) + 1 = 4 re-roll a d6 per the hour
Survival 5+#=9: 2 + 1d6 + 1 ⇒ 2 + (4) + 1 = 7 failed

Hayato wrote:

Hand: Thundering Earthbreaker,

Displayed:
Deck: 17 Discard: 1 Buried: 1
Current Location: Twisting Passages 1
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Blessing
Other: Dice Re-Roll Used for 4C2?: Y

Deck, Discard, Buried:

Reloaded: Jinfu (Cohort),
Middle of Deck (Unknown Order): Surgeon, Spirit Sword, The Keep, The Courtesan (acq), Gorum's Iron, Pit Gladiator, Banner of the Ancient Kings, Blessing of Tsukiyo, Katana +1, White War Paint, Magic Spiked Breastplate, Grappler's Mask, Retriever, Warhorse, Dragonbane Greatsword
Recharged: Voidglass Armor,
Discard Pile: The Survivor,
Buried Pile: Hatchetbird,
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Survival: Wisdom +1
Charisma d6 ☐ +1 ☐ +2
Diplomacy: Charisma +1

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS: RONIN Role Card
On your first combat check of your turn, add 1d6 (☐ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☐ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 ( 1d10).
When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ( or recharge the card you played and put a random card from your discard pile on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.


Hayato's Deck Handler

The hour of The Big Sky
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
Remain at Twisting Passages 1.

Explore:

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.
Ask Cogsnap for Liquid Persuasion, recharge Thundering Earthbreaker to add 1d10 per Hayato's power.
Charisma 6+#=10: 1d6 + 1 + 1d10 + 1d10 + 4 ⇒ (1) + 1 + (3) + (7) + 4 = 16 success

End turn & reset hand.

Hayato wrote:

Hand: Dragonbane Greatsword, Banner of the Ancient Kings, Warhorse, Retriever, Jinfu (Cohort),

Displayed:
Deck: 13 Discard: 1 Buried: 1
Current Location: Twisting Passages 1
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Banner will be displayed at the start of Aric's turn
Other: Dice Re-Roll Used for 4C2?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Surgeon, Grappler's Mask, Spirit Sword, The Courtesan (acq), Gorum's Iron, Pit Gladiator, The Keep, White War Paint, Magic Spiked Breastplate, Blessing of Tsukiyo, Katana +1
Recharged: Voidglass Armor, Thundering Earthbreaker,
Discard Pile: The Survivor,
Buried Pile: Hatchetbird,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS: RONIN Role Card
On your first combat check of your turn, add 1d6 (☐ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☐ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 ( 1d10).
When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ( or recharge the card you played and put a random card from your discard pile on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.

At the start of Aric's turn, display Banner.


Deck Handler // Searching for: Ally 6 > Armor 6 > Weapon 6

Off turn discard Blessing of Pharasma and Imp

Ramexes wrote:

Hand: Wounding Spear-axe, Giant Form, Maiden's Helm, Pit Gladiator, Hellknight of the Nail, Blessing of Osiris,

Displayed:
Deck: 6 Discard: 7 Buried: 1
Current Location: Twisting Passages 3
Hero Points: 2
Product Reroll: Used
NOTES:
Available Support: Giant Form: To make your Strength and Con big

Blessing Available

Pit Gladiator: Can use for 2d6 local combat in a pinch

Hellknight of the Nail: Local combat check against a non-villain bane, add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Druid of the Flame, Noble, Our Lord in Iron, The Gold-Fisted
Recharged: Wand of Restorative Touch, Cure,
Discard Pile: Scrying, Embiggen, The Keep, Orison, Earthbreaker, Blessing of Pharasma, Imp,
Buried Pile: Korvosan Guard,

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location


Turn order: Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100, Hayato/WilderRedbeard

Out of Turn Updates
Recharge Blessing of the Sages for Ramexes/NathanDavis

Blessing = 2 Aric/Matsu_Kurisu: The Father of Creation
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

Start of Turn

At: #5: Twisting Passages

Change to Aric Change to Red Raven
Kit Swap:
Into Kit (Hypnotist's Locket )
Into Hand (Dandy Brute)

Give: No
Move: No
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.

Red Raven.End of Move.Examine = (1: Henchman Proxy B4, Orc Rager, Monster )

Change to Aric Change to the Red Raven
Kit Swap:
Into Kit (Menacing Backsword +1)
Into Hand (Shadowless Sword#2)

Monster = Yes. May Encounter

Power.Encounter = 1: Henchman Proxy B4: Orc Rager: Monster, Combat 18(10+4+4)

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

BYA Combat Damage: 1d4 ⇒ 2 Discard(ac Ausio Carowyn, Dandy Brute)

Reveal and discard Shadowless Sword#2 1d10+4+3+1d8+2+1d6+4, Banner of the Ancient Kings +1
Combat 18: 1d10 + 4 + 3 + 1d8 + 2 + 1d6 + 4 + 1 ⇒ (10) + 4 + 3 + (4) + 2 + (2) + 4 + 1 = 30 Banished

Location #5: Twisting Passages
When Closing: Succeed at a Wisdom 9(5+4) check.
Recharge Quick-Change Mask to use stealth 1d10+4+2
Wisdom 9: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13 CLOSED
Random Move, Valid locations(3,4): 1d2 + 2 ⇒ (1) + 2 = 3 #3: Twisting Passages

Free Explore = Not taking

End of Turn
Red Raven.EoT Examine = ( 1: Roc, Monster 4 )
Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit (Sorrowsoul )
Into Hand ( Menacing Backsword +1 )

Monster = Yes. May Encounter
Power.Encounter = 1: Roc, Monster 4: Combat 19

Spoiler:
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

Reveal Menacing Backsword +1 1d10+4+3+1d6+1, Banner of the Ancient Kings +1, Ramexes recharges Hellknight of the Nail +1d8
Combat 19: 1d10 + 4 + 3 + 1d6 + 1 + 1 + 1d8 ⇒ (6) + 4 + 3 + (1) + 1 + 1 + (6) = 22 Banished

Recovery

Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Blessing of Abadar(2), Blessing of the Midnight Lord, Vreva Jhafae

Summary
Location = #5: Twisting Passages: (CLOSED)
Acquired =
Banished = 1: Henchman Proxy B4
Examined =
Added =

Location = #3: Twisting Passages: ()
Acquired =
Banished = 1: Roc
Examined =
Added =

Displayed =

From Box =

Give =
Used = Ramexes recharges Hellknight of the Nail

Other = Aric Moved to #3: Twisting Passages

"

The Red Raven at wrote:

The Red Raven Hand Size 4: Menacing Backsword +1 (Weapon), Blessing of Abadar(2) (Blessing), Blessing of the Midnight Lord (Blessing), Vreva Jhafae (Ally)

Deck: 7 Discard: 4 Buried: 1
Notes: You can use my cards if needed (including the blessings)
Kit: Marianix Karn (Ally), Sorrowsoul (Ally), Hypnotist's Locket (Item)

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

☐ On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster (☐ or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

Favored Card: None


Hero Points:1

Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard ([X] or recharge) a card to evade a bane you encounter.
☐ When temporarily closing locations, you may discard a card to temporarily close your location.

When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit

"


Deck Handler // Searching for: Ally 6 > Armor 6 > Weapon 6

Off turn, recharge Hellknight of the Nail

Hour of Irori's Mastery

Free explore and encounter Perplexing Text
Discard Aric's Blessing of Abadar

Intelligence 7+4: 1d6 + 2d6 ⇒ (5) + (5, 2) = 12 That's enough! Draw Poison Blast

Discard Pit Gladiator to draw Earthbreaker, explore and encounter Eries Yelloweyes
Reveal Maiden's Helm

Diplomacy 10: 1d10 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10 Acquired!

Discard Eries Yelloweyes to explore and encounter Verminbane Warhammer
Display Giant Form. Warsighted

Melee 14: 1d12 + 7 + 1d4 + 1d12 ⇒ (6) + 7 + (1) + (3) = 17 Acquired!

Ramexes attempts to recover all cards in their Recovery pile.
Giant Form: Divine 15: 1d10 + 3 ⇒ (3) + 3 = 6 -> Giant Form discarded.

Ramexes resets their hand.

Ramexes wrote:

Hand: Wounding Spear-axe, Verminbane Warhammer, Earthbreaker, Poison Blast, Maiden's Helm, Blessing of Osiris,

Displayed:
Deck: 7 Discard: 9 Buried: 1
Current Location: Twisting Passages 3
Hero Points: 2
Product Reroll: Used
NOTES:
Available Support: Earthbreaker: Local Lock or Obstacle Barrier 1d6

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Druid of the Flame, Our Lord in Iron, The Gold-Fisted, Noble
Recharged: Wand of Restorative Touch, Cure, Hellknight of the Nail,
Discard Pile: Scrying, Embiggen, The Keep, Orison, Eries Yelloweyes, Blessing of Pharasma, Imp, Pit Gladiator, Giant Form,
Buried Pile: Korvosan Guard,

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location


Aric discards Blessing of Abadar


During This Adventure: During this Adventure:

Spoiler:

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).

The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-1 non-Veteran banes and you may remove any Level 0-1 non-Veteran boons.

[u]SCENARIO HARROW SUIT:[/u] Shields

Adventure Path Powers:
- 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.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

During This Scenario: Setup:Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1. When choosing starting locations, you must choose a location that has no more than one other character.

During This Scenario: When moving, you must move to a location that has no more than one other character. If that is not possible, you must move to a location with the fewest number of characters.

Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card. The orcs do not want to share the treasure.
Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible. The tunnels are in fact, trapped.

Additional Rules: Story Banes

Danger: Inferno Trap
Villain: None
Henchmen (Closing): Orc Marauder-Proxy A, Orc Ragers-Proxy B

Inferno Trap:

Story Bane
Type: Barrier
Traits: Fire Trap Veteran
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

Orc Marauder:

Story Bane 4
Type: Monster
Traits:
Orc
Barbarian
Veteran

To Defeat:
Combat 16+##

Powers:
Armor cards cannot be played to reduce damage this encounter.

Before acting, suffer 1d4 Melee Combat damage.


Orc Rager:

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

Scenario Level (#): 4

Turn: 14, Cogsnap/勝20100

Random Cards:

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

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

Spoiler:
Mammoth
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.

Spoiler:
Wood Golem
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

Spoiler:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

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:
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:
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.

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:
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.

Weapons
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:
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:
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.

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:
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.

Spells
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:
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:
Good Omen
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Spoiler:
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.

Spoiler:
Ice Strike
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

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


Armors
Spoiler:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

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:
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:
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.

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.

Items
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.

Spoiler:
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.

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:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

Spoiler:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Allies
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.

Spoiler:
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.

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:
Duskwarden Ranger
None
Ally 2
Traits:
Loot
Human
Ranger
To Acquire:
CharismaDiplomacy 10
None PerceptionRanged 8
Reload to examine the top card of your location, then you may shuffle your location deck.

Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.


Spoiler:
Lyrune-quah Truthspeaker
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.

Blessings
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.

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

Spoiler:
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

Spoiler:
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

Spoiler:
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

Hour Power: When you would discard an ally, recharge it instead.

Current Hour:

The Publican:
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.

Hours Remaining: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 1 Hayato/WilderRedbeard
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 2 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Aric/Matsu_Kurisu
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 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 3 Ramexes/NathanDavis
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 4 Cogsnap/勝20100:
Spoiler:
Hourglass Card 4 Cogsnap/勝20100
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 5 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 5 Hayato/WilderRedbeard
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 6 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Aric/Matsu_Kurisu
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 7 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 7 Ramexes/NathanDavis
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.
Hourglass Card 8 Cogsnap/勝20100:
Spoiler:
Hourglass Card 8 Cogsnap/勝20100
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 9 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 9 Hayato/WilderRedbeard
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 10 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Aric/Matsu_Kurisu
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 11 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 11 Ramexes/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 12 Cogsnap/勝20100:
Spoiler:
Hourglass Card 12 Cogsnap/勝20100
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 13 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 13 Hayato/WilderRedbeard
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 14 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Aric/Matsu_Kurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 15 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 15 Ramexes/NathanDavis
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 16 Cogsnap/勝20100:
Spoiler:
Hourglass Card 16 Cogsnap/勝20100
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.

Location #1: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Cogsnap/勝20100, Hayato/WilderRedbeard, Symbol of Insanity

Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Twisting Passages Card 3:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Twisting Passages Card 4:
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.


Location #3: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Matsu_Kurisu, Ramexes/NathanDavis, None
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Twisting Passages Card 3:
Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Twisting Passages Card 4:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Twisting Passages Card 5:
Returning Totem Spear
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
Ring of Protection
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.


Deck Handler | Gnome Alchemist

Hayato’s turn:

Put Liquid Persuasion in recovery.

End of his turn: Liquid Persuasion, craft 11: 1d10 + 4 ⇒ (3) + 4 = 7 use power so that it is discarded

Cogsnap’s turn:

The Publican: When you would discard an ally, recharge it instead.

Explore and encounter

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.

Discard the publican to bless twice.
Charisma 9: 3d6 ⇒ (3, 6, 1) = 10 Acquired

Discard Noble to explore, the hour power recharges it instead.

Twisting Passages Card 2: Prayer:

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

Wisdom 3: 1d6 ⇒ 3 Acquired

Discard Prayer to examine the top card of your location, then you may explore.

Twisting Passages Card 3: Symbol of Insanity:

Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Recharge Clockwork Servant (Core) to add a d6. Freely bless by recharging Desna's Freedom.
Arcane 12: 2d10 + 3 + 1d6 ⇒ (5, 5) + 3 + (2) = 15
Defeated

No more exploration available.

End turn: draw 4 cards.

Cogsnap wrote:

Hand: Flame Cannon, Sling Staff, Corrosion, Steel Ibis Lamellar, Tangleburn Bag acquired, Alkali Flask, Anesthetizing Slime

Displayed:
Deck: 9 Discard: 7 Buried: 0
Current Location: Twisting Passage 1
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Potion of Heroism, Bottled Lightning (Core), Bottled Lightning (Core) acquired, Potion of Focus
Recharged: Blast Stone (Core), Smoke Bomb, Noble, Clockwork Servant (Core), Desna's Freedom,
Discard Pile: The Locksmith, Blackfingers, Clockwork Butterfly, Ambrosia, Liquid Persuasion, The Publican, Prayer,
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Hayato's Deck Handler

The hour of Nethys's Duality
When this is the hour: On your check against a spell, add 1d4.
Remain at TP1.

Skip free explore, recharge Retriever to explore and put The Survivor from discards on top of Hayato's deck. Explore:

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.
Retriever adds 1d6.
Intelligence 9: 2d6 ⇒ (3, 4) = 7 failed
Discard Warhorse for wildcard.

Attempt to close location. Asking aric for BotMidnight Lord.
Survival 5+#=9: 2d6 + 1 ⇒ (3, 3) + 1 = 7 failed

End turn & reset hand.

Hayato wrote:

Hand: Dragonbane Greatsword, White War Paint, Grappler's Mask, The Survivor, Jinfu (Cohort),

Displayed: Banner of the Ancient Kings,
Deck: 12 Discard: 1 Buried: 1
Current Location: Twisting Passages 1
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Blessing, Banner adds 1 to all combat checks.
Other: Dice Re-Roll Used for 4C2?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Spiked Breastplate, The Courtesan (acq), The Keep, Pit Gladiator, Surgeon, Spirit Sword, Blessing of Tsukiyo, Gorum's Iron, Katana +1
Recharged: Voidglass Armor, Thundering Earthbreaker, Retriever,
Discard Pile: Warhorse,
Buried Pile: Hatchetbird,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS: RONIN Role Card
On your first combat check of your turn, add 1d6 (☐ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☐ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 ( 1d10).
When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ( or recharge the card you played and put a random card from your discard pile on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.


Deck handler

Turn order: Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100, Hayato/WilderRedbeard

Out of Turn Updates
Discard Blessing of Abadar(2) for Ramexes
Discard Blessing of the Midnight Lord for Hayato

Blessing = 2 Aric/Matsu_Kurisu: Sarenrae's Light
When this is the hour: When you heal, you may heal an additional card.

Start of Turn

At: #3: Twisting Passages

Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )

Give: No
Move: No
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.

Red Raven.End of Move.Examine = (1: Henchman Proxy B1, Orc Rager, Monster )

Change to Aric Change to the Red Raven
Kit Swap:
Into Kit (Vreva Jhafae)
Into Hand Marianix Karn)

Monster = Yes. May Encounter

Power.Encounter = No

Free Explore = Not taking To laarge a chance for a hand wipe before having to fight henchman

End of Turn
Red Raven.EoT Examine = (1: Henchman Proxy B1, Orc Rager, Monster)
Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit (Menacing Backsword +1 )
Into Hand ( )

Monster = Yes. May Encounter
Power.Encounter =

Recovery

Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Candle of Comity, Dragon Emissary, Blessing of the Starsong, Captain's Cutlass

Summary
Location = #3: Twisting Passages: (1-3)
Acquired =
Banished =
Examined = 1: Henchman Proxy B1
Added =

Displayed =

From Box =

Give =
Used =

Other =

"

Aric at wrote:

Aric Hand Size 6: Marianix Karn (Ally), Hypnotist's Locket (Item), Candle of Comity (Item), Dragon Emissary (Ally), Blessing of the Starsong (Blessing), Captain's Cutlass (Weapon)

Deck: 3 Discard: 6 Buried: 1
Notes: You can use my cards if needed (including the blessings)
Kit: Vreva Jhafae (Ally), Sorrowsoul (Ally), Menacing Backsword +1 (Weapon)

Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard ([X] or recharge) a card to evade a bane you encounter.
☐ When temporarily closing locations, you may discard a card to temporarily close your location.

When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


Hero Points:1

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

☐ On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster (☐ or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

Favored Card: None

"


Deck Handler // Searching for: Ally 6 > Armor 6 > Weapon 6

Hour of The Foreign Trader

Give card to Aric: Poison Blast (something for the kit)


Free explore and encounter Henchman Proxy B1-Orc Rager

BA Combat Damage: 1d4 ⇒ 1 Reveal Maiden's Helm to reduce to 0

Reveal Wounding Spear-Axe. Ask Cogsnap to discard Sling Staff and banish an Alchemical item

Combat 10+8: 1d8 + 3 + 1d8 + 2 + 2d6 ⇒ (2) + 3 + (7) + 2 + (6, 6) = 26 Banished!

Attempt to Close. Hayato discard The Survivor

Wisdom 9: 1d4 + 2d4 ⇒ (2) + (3, 4) = 9 Closed!!!
Both Ramexes and Aric must "randomly" move to Location #4: Twisting Passages

Ramexes wrote:

Hand: Wounding Spear-axe, Verminbane Warhammer, Earthbreaker, Druid of the Flame, Maiden's Helm, Blessing of Osiris,

Displayed:
Deck: 6 Discard: 9 Buried: 1
Current Location: Twisting Passages 4
Hero Points: 2
Product Reroll: Used
NOTES:
Available Support: Earthbreaker: Local Lock or Obstacle Barrier 1d6

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Noble, Our Lord in Iron, The Gold-Fisted
Recharged: Wand of Restorative Touch, Cure, Hellknight of the Nail,
Discard Pile: Scrying, Embiggen, The Keep, Orison, Eries Yelloweyes, Blessing of Pharasma, Imp, Pit Gladiator, Giant Form,
Buried Pile: Korvosan Guard,

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location



Cogsnap: discards Sling Staff and banish an Alchemical item
Hayato: discards The Survivor


During This Adventure: During this Adventure:

Spoiler:

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).

The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-1 non-Veteran banes and you may remove any Level 0-1 non-Veteran boons.

[u]SCENARIO HARROW SUIT:[/u] Shields

Adventure Path Powers:
- 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.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

During This Scenario: Setup:Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1. When choosing starting locations, you must choose a location that has no more than one other character.

During This Scenario: When moving, you must move to a location that has no more than one other character. If that is not possible, you must move to a location with the fewest number of characters.

Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card. The orcs do not want to share the treasure.
Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible. The tunnels are in fact, trapped.

Additional Rules: Story Banes

Danger: Inferno Trap
Villain: None
Henchmen (Closing): Orc Marauder-Proxy A, Orc Ragers-Proxy B

Inferno Trap:

Story Bane
Type: Barrier
Traits: Fire Trap Veteran
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

Orc Marauder:

Story Bane 4
Type: Monster
Traits:
Orc
Barbarian
Veteran

To Defeat:
Combat 16+##

Powers:
Armor cards cannot be played to reduce damage this encounter.

Before acting, suffer 1d4 Melee Combat damage.


Orc Rager:

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

Scenario Level (#): 4

Turn: 18, Cogsnap/勝20100

Random Cards:

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

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

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

Spoiler:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

Barriers
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:
Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

Spoiler:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

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:
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:
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.

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.

Spoiler:
Blackjack's Rapier
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

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:
Blackjack's Daggers
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
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 character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

Spells
Spoiler:
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.


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:
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.


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:
Enlarge
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the 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:
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:
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.

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:
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:
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:
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:
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.

Spoiler:
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.

Spoiler:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

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:
Raccoon
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.

Spoiler:
Jasan Adriel
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.

Spoiler:
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.

Spoiler:
Lyrune-quah Truthspeaker
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. 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.

Blessings
Spoiler:
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.

Spoiler:
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

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

Spoiler:
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.

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: On your check against an Undead card, add 1d6.

Current Hour:

Pharasma's Knowing:
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.

Hours Remaining: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 1 Hayato/WilderRedbeard
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 2 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Aric/Matsu_Kurisu
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 3 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 3 Ramexes/NathanDavis
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.
Hourglass Card 4 Cogsnap/勝20100:
Spoiler:
Hourglass Card 4 Cogsnap/勝20100
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 5 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 5 Hayato/WilderRedbeard
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 6 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Aric/Matsu_Kurisu
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 7 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 7 Ramexes/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 8 Cogsnap/勝20100:
Spoiler:
Hourglass Card 8 Cogsnap/勝20100
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 9 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 9 Hayato/WilderRedbeard
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 10 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Aric/Matsu_Kurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 11 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 11 Ramexes/NathanDavis
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 12 Cogsnap/勝20100:
Spoiler:
Hourglass Card 12 Cogsnap/勝20100
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.

Location #1: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/勝20100, Hayato/WilderRedbeard,

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Aric/Matsu_Kurisu, Ramexes/NathanDavis, None

Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Twisting Passages Card 3:
Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Twisting Passages Card 4:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Twisting Passages Card 5:
Returning Totem Spear
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
Ring of Protection
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.


Deck Handler | Gnome Alchemist

Ramexes’ Turn

Cogsnap discards Sling Staff and banishes Tangleburn Bag acquired.

Cogsnap’s Turn

Hour Power: On your check against an Undead card, add 1d6.

Scenario prevents to move elsewhere.

Can not close, only a d6 versus 9.

End turn: Draw 2 cards.

Cogsnap wrote:

Hand: Flame Cannon, Corrosion, Steel Ibis Lamellar, Alkali Flask, Anesthetizing Slime, Bottled Lightning (Core), Potion of Focus

Displayed:
Deck: 7 Discard: 8 Buried: 0
Current Location: Twisting Passage 1
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Potion of Heroism, Bottled Lightning (Core) acquired
Recharged: Blast Stone (Core), Smoke Bomb, Noble, Clockwork Servant (Core), Desna's Freedom,
Discard Pile: The Locksmith, Blackfingers, Clockwork Butterfly, Ambrosia, Liquid Persuasion, The Publican, Prayer, Sling Staff,
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Hayato's Deck Handler

Off turn: Discard The Survivor for Ramexes' check.

Start of turn: The hour of Incitation
When this is the hour: No effect
Give White War Paint to Cogsnap. Feel free to use it as an Alchemical item even if it banishes.
Remain at TP1.

No cards to explore. Attempt close check. Recharge Grappler's Mask to use Melee. Asking Cogsnap for Potion of Focus to add 1d6.
Survival (Melee) 5+#=9: 1d10 + 5 + 1d6 ⇒ (4) + 5 + (3) = 12 success
TP#1 closed. Hayato and Cogsnap move to Twisting Passages #4

Display White War Paint. End turn & reset hand.

Hayato wrote:

Hand: Dragonbane Greatsword, Surgeon, Gorum's Iron, The Courtesan (acq), Jinfu (Cohort),

Displayed: Banner of the Ancient Kings,
Deck: 10 Discard: 2 Buried: 1
Current Location: Twisting Passages 4
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local - Surgeon
Distant -
L&D - Blessing, Banner adds 1 to all combat checks.
Other: Dice Re-Roll Used for 4C2?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pit Gladiator, Magic Spiked Breastplate, Katana +1, Spirit Sword, Blessing of Tsukiyo, The Keep
Recharged: Voidglass Armor, Thundering Earthbreaker, Retriever, Grappler's Mask,
Discard Pile: Warhorse, The Survivor,
Buried Pile: Hatchetbird,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS: RONIN Role Card
On your first combat check of your turn, add 1d6 (☐ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☐ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 ( 1d10).
When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ( or recharge the card you played and put a random card from your discard pile on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.

Gave White War Paint to Cogsnap and used Potion of Focus.
Twisting Passages 1 closed.


Turn order: Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100, Hayato/WilderRedbeard

Out of Turn Updates

Blessing = 2 Aric/Matsu_Kurisu: The Sickness
When this is the hour: When you suffer damage, suffer the scourge Plagued.

Start of Turn

At: #4: Twisting Passages

Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( Hypnotist's Locket)
Into Hand (Vreva Jhafae )

Give: No
Move: No
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.

Red Raven.End of Move.Examine = (1: Dire Lion, Monster 3 )

Change to Aric Change to the Red Raven
Kit Swap:
Into Kit (Candle of Comity)
Into Hand (Menacing Backsword +1)

Monster = Yes. May Encounter

Power.Encounter = 1: Dire Lion, Monster 3: Combat 17

Spoiler:
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.

Stealth 1d10+4+2
BYA Stealth 7: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Success

Reveal Menacing Backsword +1 1d10+4+3+1d6+1, recharge Dragon Emissary +1d6, Banner of the Ancient Kings +1
Combat 17: 1d10 + 4 + 3 + 1d6 + 1 + 1d6 + 1 ⇒ (6) + 4 + 3 + (2) + 1 + (6) + 1 = 23 Banished

Free Explore = 2: Treacherous Tunnels, Barrier 2: Wisdom 9

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

Wisdom 1d8, Recharge Marianix Karn +1d6, Ramexes recharges Earth Breaker +1d6
Wisdom 9: 1d8 + 1d6 + 1d6 ⇒ (4) + (4) + (4) = 12 Banished

End of Turn
Red Raven.EoT Examine = (3: Basilisk, Monster 2)
Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )

Monster = Yes. May Encounter
Power.Encounter = 3: Basilisk, Monster 2: Combat 12

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

Ramexes must succeed at a Constitution or Fortitude 8 or suffer the scourges Entangled and Exhausted.

Constitution 1d6, recharge Vreva Jhafae +1d6
BYA Constitution 8: 1d6 + 1d6 ⇒ (6) + (4) = 10 Success

Reveal Menacing Backsword +1 1d10+4+3+1d6+1, Banner of the Ancient Kings +1
Combat 12: 1d10 + 4 + 3 + 1d6 + 1 + 1 ⇒ (10) + 4 + 3 + (4) + 1 + 1 = 23 Banished

Recovery

Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Gambeson

Display Gambeson

Summary
Location = #4: Twisting Passages: (4-11)
Acquired =
Banished = 1: Dire Lion, 2: Treacherous Tunnels, 3: Basilisk
Examined =
Added =

Displayed =

From Box =

Give =
Used = Ramexes recharges Earth Breaker

Other = Ramexes must succeed at a Constitution or Fortitude 8 or suffer the scourges Entangled and Exhausted.

"

The Red Raven at wrote:

The Red Raven Hand Size 4: Blessing of the Starsong (Blessing), Captain's Cutlass (Weapon), Menacing Backsword +1 (Weapon)

Displayed: Gambeson
Deck: 5 Discard: 6 Buried: 1
Notes: You can use my cards if needed (including the blessings)
Kit: Hypnotist's Locket (Item), Sorrowsoul (Ally), Candle of Comity (Item)
The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

☐ On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster (☐ or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

Favored Card: None


Hero Points:1

Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard ([X] or recharge) a card to evade a bane you encounter.
☐ When temporarily closing locations, you may discard a card to temporarily close your location.

When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit

"


Deck Handler // Searching for: Ally 6 > Armor 6 > Weapon 6

Off turn: Recharge Earthbreaker
Constitution 8: 1d8 + 2 ⇒ (6) + 2 = 8 No effect!

Hour of The Real Rabbit Prince
Start of turn, draw Our Lord in Iron

Give card to Aric: Druid of the Flame

Free explore and encounter Symbol of Agony
Banish Cogsnap's Corrosion to recovery

Divine 9: 1d10 + 3 + 1d10 ⇒ (4) + 3 + (8) = 15 Banished!

With help from Cogsnap's alchemies, Ramexes erases a harmful symbol.

Ramexes wrote:

Hand: Wounding Spear-axe, Verminbane Warhammer, Maiden's Helm, Our Lord in Iron, Blessing of Osiris, Noble,

Displayed:
Deck: 5 Discard: 9 Buried: 1
Current Location: Twisting Passages 4
Hero Points: 2
Product Reroll: Used
NOTES:
Available Support: Noble: Local Charisma/Diplomacy or Acquire: 1d6

Blessings Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Gold-Fisted
Recharged: Wand of Restorative Touch, Cure, Hellknight of the Nail, Earthbreaker,
Discard Pile: Scrying, Embiggen, The Keep, Orison, Eries Yelloweyes, Blessing of Pharasma, Imp, Pit Gladiator, Giant Form,
Buried Pile: Korvosan Guard,

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location

Cognsap: Banishes Corrosion to Recovery


During This Adventure: During this Adventure:

Spoiler:

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).

The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-1 non-Veteran banes and you may remove any Level 0-1 non-Veteran boons.

[u]SCENARIO HARROW SUIT:[/u] Shields

Adventure Path Powers:
- 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.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

During This Scenario: Setup:Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1. When choosing starting locations, you must choose a location that has no more than one other character.

During This Scenario: When moving, you must move to a location that has no more than one other character. If that is not possible, you must move to a location with the fewest number of characters.

Wildcards
Desperate:When you encounter a boon and do not acquire it, discard a card. The orcs do not want to share the treasure.
Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible. The tunnels are in fact, trapped.

Additional Rules: Story Banes

Danger: Inferno Trap
Villain: None
Henchmen (Closing): Orc Marauder-Proxy A, Orc Ragers-Proxy B

Inferno Trap:

Story Bane
Type: Barrier
Traits: Fire Trap Veteran
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

Orc Marauder:

Story Bane 4
Type: Monster
Traits:
Orc
Barbarian
Veteran

To Defeat:
Combat 16+##

Powers:
Armor cards cannot be played to reduce damage this encounter.

Before acting, suffer 1d4 Melee Combat damage.


Orc Rager:

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

Scenario Level (#): 4

Turn: 22, Cogsnap/勝20100

Random Cards:

Monsters
Spoiler:
Metal Cobra
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.

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:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

Spoiler:
Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

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.

Barriers
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.

Spoiler:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

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.

Spoiler:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

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:
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.

Spoiler:
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.

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:
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:
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:
Restoration
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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


Spoiler:
Giant Form
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.


Spoiler:
Divine Fortune
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.

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


Spoiler:
Lightning Bolt
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

Spoiler:
Acid Rain
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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


Armors
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.

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:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
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, after the roll, you may recharge to add your Survival.

Spoiler:
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.

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.

Items
Spoiler:
Fireball Beads
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.

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


Spoiler:
Wand of Restorative Touch
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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


Spoiler:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, 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:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Allies
Spoiler:
Skoan-quah Boneslayer
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.

Spoiler:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

Spoiler:
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.

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:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

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

Spoiler:
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.

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:
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.

Hour Power: When you encounter a monster from a location, before acting, another local character summons and encounters it.

Current Hour:

The Beating:
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.

Hours Remaining: 8

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 1 Hayato/WilderRedbeard
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 2 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Aric/Matsu_Kurisu
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 3 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 3 Ramexes/NathanDavis
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 4 Cogsnap/勝20100:
Spoiler:
Hourglass Card 4 Cogsnap/勝20100
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 5 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 5 Hayato/WilderRedbeard
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 6 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Aric/Matsu_Kurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 7 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 7 Ramexes/NathanDavis
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 8 Cogsnap/勝20100:
Spoiler:
Hourglass Card 8 Cogsnap/勝20100
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.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/勝20100, Hayato/WilderRedbeard, Aric/Matsu_Kurisu, Ramexes/NathanDavis, None

Twisting Passages Card 1:
Returning Totem Spear
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages 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.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
Ring of Protection
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.


Deck Handler | Gnome Alchemist

Hayato’s turn

Receive White War Paint
Not much use of White War Paint, and all the cool alchemist power on Cogsnap in core do not apply to it because it does not go in recovery. Plus its only Liquid, not an alchemical item.

Use power to put Anesthetizing Slime instead of Potion of Focus in recovery.

Move to Twisting Passages #4

Recovery: use power so that Anesthetizing Slime is discarded

Red Raven’s turn

Basilisk: BA each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted
Put Bottled Lightning (Core) in recovery to ignore non-story bane monster BA. Use power to put Alkali Flask in recovery instead.

Alkali Flask Recovery, Craft 13: 1d10 + 4 ⇒ (8) + 4 = 12 Use power so that it is discarded.

Ramexes’ turn

Corrosion goes to recovery.

Corrosion Recovery, Arcane 9: 1d10 + 3 ⇒ (8) + 3 = 11 Recharged!

Cogsnap’s turn

The beating: Hour Power: When you encounter a monster from a location, before acting, another local character summons and encounters it.

Explore and encounter:

Twisting Passages Card 1: Returning Totem Spear:

CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Put Potion of Focus in recovery to add craft, recharge Steel Ibis Lamellar to add a d6.
Ranged 14: 1d8 + 2 + 1d10 + 4 + 1d6 ⇒ (2) + 2 + (3) + 4 + (6) = 17 Weapon 4 acquired!

End turn:
Potion of Focus recovery, craft 10: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
Draw 3 cards.

Cogsnap wrote:

Hand: Flame Cannon, Returning Totem Spear, Bottled Lightning (Core), Hayato’s White War Paint, Potion of Heroism, Bottled Lightning (Core) acquired, Blast Stone (Core)

Displayed:
Deck: 7 Discard: 10 Buried: 0
Current Location: Twisting Passage #4
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Smoke Bomb, Noble, Clockwork Servant (Core), Desna's Freedom, Corrosion, Steel Ibis Lamellar, Potion of Focus,
Discard Pile: The Locksmith, Blackfingers, Clockwork Butterfly, Ambrosia, Liquid Persuasion, The Publican, Prayer, Sling Staff, Anesthetizing Slime, Alkali Flask,
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Hayato's Deck Handler

The hour of The Eclipse
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
Remain at TP4.

Recharge Surgeon to heal Cogsnap 1 card.
Explore:

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.
Discard Gorum's Iron to bless.
Dexterity 11: 2d6 ⇒ (1, 6) = 7 failed Display Fangs of Diomazu next to the location (unless someone wants to avenge).

End turn & reset hand.

Hayato wrote:

Hand: Dragonbane Greatsword, Spirit Sword, Magic Spiked Breastplate, The Courtesan (acq), Jinfu (Cohort),

Displayed: Banner of the Ancient Kings,
Deck: 9 Discard: 3 Buried: 1
Current Location: Twisting Passages 4
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local - Surgeon
Distant -
L&D - Blessing, Banner adds 1 to all combat checks.
Other: Dice Re-Roll Used for 4C2?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Keep, Pit Gladiator, Katana +1, Blessing of Tsukiyo
Recharged: Voidglass Armor, Thundering Earthbreaker, Retriever, Grappler's Mask, Surgeon,
Discard Pile: Warhorse, The Survivor, Gorum's Iron,
Buried Pile: Hatchetbird,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS: RONIN Role Card
On your first combat check of your turn, add 1d6 (☐ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☐ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 ( 1d10).
When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ( or recharge the card you played and put a random card from your discard pile on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.


Deck Handler | Gnome Alchemist

Cogsnap is healed for 1: (The Locksmith). Deck shuffled.

Bury Hayato’s White War Paint to avenge. Display Potion of Heroism to add a d6. Use power and recharge Returning Totem Spear to add a d6 vs a Construct/Trap.

Disable 11: 1d8 + 4 + 2d6 ⇒ (5) + 4 + (1, 6) = 16

Bane is banished.

Cogsnap wrote:

Hand: Flame Cannon, Bottled Lightning (Core), Bottled Lightning (Core) acquired, Blast Stone (Core)

Displayed: Potion of Heroism,
Deck: 9 Discard: 9 Buried: 1
Current Location: Twisting Passage #4
Hero Points: 2
NOTES:
Available Support: Feel free to use my cards.
Other: Reroll not used in 7-4C2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Potion of Focus, Corrosion, Desna's Freedom, Steel Ibis Lamellar, The Locksmith, Clockwork Servant (Core), Smoke Bomb, Noble
Recharged: Returning Totem Spear,
Discard Pile: Blackfingers, Clockwork Butterfly, Ambrosia, Liquid Persuasion, The Publican, Prayer, Sling Staff, Anesthetizing Slime, Alkali Flask,
Buried Pile: Hayato’s White War Paint,

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

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck handler

Turn order: Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100, Hayato/WilderRedbeard

Out of Turn Updates
Recieved Druid of the Flame from Ramexes

Blessing = 2 Aric/Matsu_Kurisu: The Sickness
When this is the hour: When you suffer damage, suffer the scourge Plagued.

Start of Turn

At: #4: Twisting Passages

Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )

Give: No
Move: No
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.

Red Raven.End of Move.Examine = (3: Desna's Freedom, Blessing 1 )

Change to Aric Change to the Red Raven
Kit Swap:
Into Kit ( Captain's Cutlass )
Into Hand ( Hypnotist's Locket)

Monster = No. May Not Encounter

Power.Encounter = No

Free Explore = 3: Desna's Freedom, Blessing 1: Perception 8(4+4)

Spoiler:
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.

Perception 1d8+2+2
Perception 8: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7 Bury Blessing of the Starsong to reroll
Perception 8: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8 Acquired

End of Turn
Red Raven.EoT Examine = ( )
Change to Aric Stay as the Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )

Monster = Yes. May Encounter
Power.Encounter =No

Recovery

Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Blessing of the Sages, Quick-Change Mask,

Summary
Location = #4: Twisting Passages: (4-7)
Acquired = 3: Desna's Freedom
Banished =
Examined =
Added =

Displayed =

From Box =

Give =
Used =

Other =

"

Aric at wrote:

Aric Hand Size 6: Hypnotist's Locket (Item), Menacing Backsword +1 (Weapon), ram Druid of the Flame (Ally), ac Desna's Freedom (Blessing), Blessing of the Sages (Blessing), Quick-Change Mask (Item)

Displayed: Gambeson
Deck: 3 Discard: 6 Buried: 2
Notes: You can use my cards if needed (including the blessings)
Kit: Sorrowsoul (Ally), Captain's Cutlass (Weapon), Candle of Comity (Item)
Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☑ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard ([X] or recharge) a card to evade a bane you encounter.
☐ When temporarily closing locations, you may discard a card to temporarily close your location.

When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


Hero Points:1

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

☐ On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster (☐ or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

Favored Card: None

"


Deck handler

Editing last turn
Starting after free exploration

Discard ram Druid of the Flame, explore +6 FIRE on combat = Twisting Passages Card 4: Henchman Proxy B3
Orc Rager: Monster: Combat 18(10+4+4)

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

BYA Combat Damage: 1d4 ⇒ 2 Bury Gambeson to reduce to 0

Discard Hypnotist's Locket (Diplomacy) 1d10+2+3+1d8, ram Druid of the Flame +6, Banner of Kings +1, Ramexes recharges Noble +1d6
Combat 18: 1d10 + 2 + 3 + 1d8 + 6 + 1 + 1d6 ⇒ (5) + 2 + 3 + (3) + 6 + 1 + (5) = 25 Banished

Location #4: Twisting Passages
When Closing: Succeed at a Wisdom 9(5+4) check.
Wisdom 1d8+2, discard ac Desna's Freedom +1d8
Wisdom 9: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (4) = 10 CLOSED

Closed final location. We win!


Scenario 7-4C2: Brook No Rival
Development:
As you pick over the corpses of your fallen orc foes, you wonder if the leader had expected the blood she so longed to taste would be her own, though she did get in a few hits with her battleaxe, a fine weapon sharp enough to hack through most barriers. You find few other worthwhile trinkets, but one of the orcs bears a religious symbol of Rovagug the Worldbreaker, which lays to rest any doubt you might have had about the necessity of these orcs’ deaths. Without another thought, you step over the remains of your foes and head ever closer to your goal.

Rewards:

Scenario: Loot: the weapon Keen Orcish Axe. If you have not earned the reward for 7-4C1, increase your maximum number of skill or card feats to your tier + 1.

Keen Orcish Axe:

Weapon 5

Traits:
Axe
Melee
Slashing
Magic
Loot

To Acquire:
Strength, Melee 14

Powers:
For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6.

On a check against a Lock or Obstacle barrier, reload to add 1d8.

Character Advancement: Each character gains an experience point and a Hero Point.

Upgrades:
Noble (Ally 2)
Eries Yelloweyes (Ally 2)
Ausio Carowyn (Ally 3)
Orison (Blessing 0)
Prayer (Blessing 0)
The Keep (Blessing 1)
The Courtesan (Blessing 1)
Desna's Freedom (Blessing 1)
Bottled Lightning (Item 4)
Tangleburn Bag (Item 2)
Poison Blast (Spell 3)
Returning Totem Spear (Weapon 4)
Verminbane Warhammer (Weapon 4)

Ally 322
Armor -
Blessing 11100
Item 42
Spell 3
Weapon 44


7-4C1: Tales of Valor

Three tunnels stretch out before you, beyond the edges of your admittedly limited torchlight. The map gives no indication of these underground pathways, and you wonder if you missed a second piece of parchment that demarcated the underground route. Unfortunately, there’s nothing to be done about that now, but exploring each cavern in turn would take a lot of time and resources, and you don’t want to get in many more fights like the one you just had.

Bending down, you study the ground, looking for signs of passage. In the first stroke of luck you’ve had on this journey, the ground seems undisturbed by the winds and storms of the Cinderlands above. Beneath the most recent scraping of ankheg tracks, you’re able to discern a number of footprints of varying sizes, and the most humanoid of them seem to head west.

You move stealthily down your chosen corridor, watching for any traps the merchants may have left on their way out to deter anyone else from stumbling upon their plunder. You come to a quiet halt when you notice an arrow bearing the caravan’s crest stuck in the rocky wall. The lack of blood indicates the projectile missed its target, but the triggered tripwire in your path shows the trap didn’t fire by accident. Someone has definitely been down this way since the merchants left.

Keeping close to the wall, you creep down the hallway another three hundred feet or so before you hear gruff voices ahead of you. “It’s got to be this way,” one says. “They left that trap back there. Besides, we tried the other two tunnels.”

You take one step forward, then another, until you can see the speaker within the dim light. The burly orc---and her equally sturdy friends---turn to face you with glowers on their faces. “What are you doing here?” she asks as she pulls a hefty battleaxe off her back. “Have you come for the treasure? It’s ours!”

You hold up your hands in the universal sign for “Let’s not be hasty,” hoping they’re smart enough to realize the folly of having a close-quarters combat in a narrow passageway. You assure her that you can make some kind of deal.

“Deal?” She throws her head back and laughs. “Very well. We shall compare our battle mettle with words rather than weapons! We shall see who can tell the greatest tale of bravery and valor!”


7-4C1: Tales of Valor
During this Adventure:

Spoiler:

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).

The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-1 non-Veteran banes and you may remove any Level 0-1 non-Veteran boons.

Examined Harrow Blessing: The Forge Harrow Suit: Hammers

Adventure Path Powers:
- 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.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

Setup: When building the locations, each character chooses one of the two locations indicated in the table below. When preparing story banes, each character chooses two story banes of the three in a row in the table below. Shuffle the Acid Mantis Queen and all chosen story banes together into a story pile. Shuffle a non-closing henchman Bardic Exaggeration-Proxy A and the non-closing henchman Bardic Exaggeration-Proxy B into each location.

1 Lair
1 Ruin
1 Bridge or Graveyard
2 Alley or Throne Room
3 Dungeons or Pits
4 Caravan or Tavern

1 Dragon, Cindermaw, Wraith
2 Lich, Bahor, Red Mantis Assassin
3 Vampire, Red Reaver, Pilts Swastel
4 Sivit, Blood Veil, Pack Landshark
5 Senshiir, Mummy, Ashwing Gargoyle
6 Lady Andaisin, Vimanda, Cinnabar

During This Scenario: When you would roll a random story bane from a roster, instead take the top card of the story pile. If the summoned story bane not banished, shuffle it back into the story pile at the end of the encounter.

When you succeed at a check to defeat by 20 or more, gain 1 respect point (use markers to track these until the end of the scenario).

Cards discarded as damage during an encounter are recharged instead.

When you fail to defeat a bane, recharge your hand and draw a number of cards equal to the number recharged.

To win, the party must gain a total number of respect points equal to twice the number of characters.

Wildcards Skipping frequent Wildcards: 1d8 ⇒ 3 Deadly Skipping frequent Wildcards: 1d7 ⇒ 2 Confusing
Deadly: When you suffer damage, it is increased by 1. The stakes could be higher.
Confusing:After you reset, shuffle a random card into your deck. Analysis Paralysis

Story Banes

Danger: Writer's Block
Villain: None
Henchmen (Closing): TBD

Bardic Exaggeration:

Story Bane 4
Type: Barrier

Traits:
Task
Mental
Veteran

To Defeat:
None

Powers:
Choose a category on the High-Level Story Bane Roster; summon and encounter a random story bane from that category. Choose a power from this list and add it to the summoned story bane:

Only 1 boon may be played during this encounter.
The difficulty to defeat is increased by 10+#.
Before acting, summon 3 new monsters; for each, choose a local character to encounter it.
Replace all the checks to defeat with one Diplomacy, Stealth, or Survival 18+# check. Ignore any after acting powers.

If all summoned banes are defeated, gain 1 respect point; this barrier is defeated.


Writer's Block:

Story Bane 4
Type: Barrier

Traits:
Obstacle
Mental

To Defeat:
None

Powers:
If it is your turn, end your turn; after you reset, recharge your hand. If it is not your turn, discard your hand. This barrier is defeated.


Acid Mantis Queen:

Story Bane
Type: 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.


Ramexes discards The Fiend Harrow!

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.

Hayato discards The Foreign Trader
The Foreign Trader:

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


During This Adventure: During this Adventure:

Spoiler:

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).

The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0-1 non-Veteran banes and you may remove any Level 0-1 non-Veteran boons.

[u]SCENARIO HARROW SUIT:[/u] Hammers

Adventure Path Powers:
- 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.
- When you avenge, all characters ignore effects on the bane that happen when it is undefeated.
- After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2(minimum 0).
- At the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

During This Scenario: Setup: When building the locations, each character chooses one of the two locations indicated in the table below. When preparing story banes, each character chooses two story banes of the three in a row in the table below. Shuffle the Acid Mantis Queen and all chosen story banes together into a story pile. Shuffle a non-closing henchman Bardic Exaggeration-Proxy A and the non-closing henchman Bardic Exaggeration-Proxy B into each location. (sorted out on discord)

During This Scenario: When you would roll a random story bane from a roster, instead take the top card of the story pile. If the summoned story bane is not banished, shuffle it back into the story pile at the end of the encounter.

When you succeed at a check to defeat by 20 or more, gain 1 respect point (use markers to track these until the end of the scenario).

Cards discarded as damage during an encounter are recharged instead.

When you fail to defeat a bane, recharge your hand and draw a number of cards equal to the number recharged.

To win, the party must gain a total number of respect points equal to twice the number of characters. Current: 0/8

Wildcards
Deadly: When you suffer damage, it is increased by 1. The stakes could be higher.
Confusing: After you reset, shuffle a random card into your deck. Analysis Paralysis

Additional Rules: Story Banes

Danger: Writer's Block
Villain: None
Henchmen (Non-Closing): Bardic Exaggeration-Proxy A, Bardic Exaggeration-Proxy B

Bardic Exaggeration:

Story Bane 4
Type: Barrier

Traits:
Task
Mental
Veteran

To Defeat:
None

Powers:
Choose a category on the High-Level Story Bane Roster; summon and encounter a random story bane from that category. Choose a power from this list and add it to the summoned story bane:

Only 1 boon may be played during this encounter.
The difficulty to defeat is increased by 10+#.
Before acting, summon 3 new monsters; for each, choose a local character to encounter it.
Replace all the checks to defeat with one Diplomacy, Stealth, or Survival 18+# check. Ignore any after acting powers.

If all summoned banes are defeated, gain 1 respect point; this barrier is defeated.


Writer's Block:

Story Bane 4
Type: Barrier

Traits:
Obstacle
Mental

To Defeat:
None

Powers:
If it is your turn, end your turn; after you reset, recharge your hand. If it is not your turn, discard your hand. This barrier is defeated.

Scenario Level (#): 4

Turn: 1, Ramexes/NathanDavis

Random Cards:

Monsters
Spoiler:
Metal Cobra
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.

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

Spoiler:
Spectre
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.

Spoiler:
Mammoth
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.

Spoiler:
Wood Golem
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

Barriers
Spoiler:
Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

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:
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.

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:
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.

Weapons
Spoiler:
Vindicator
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

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.

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:
Shock Glaive
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

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.

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:
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.

Spoiler:
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.


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:
Wall of Light
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

Armors
Spoiler:
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.

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:
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.

Spoiler:
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.

Spoiler:
Totem Klar
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival 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.

Items
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:
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.

Spoiler:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

Spoiler:
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.

Spoiler:
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.

Allies
Spoiler:
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.

Spoiler:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

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:
Sklar-quah Thundercaller
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.

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.

Blessings
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:
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.

Spoiler:
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.

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.

Hour Power: On your Intelligence or Wisdom check, the difficulty is increased by 3.

Current Hour:

The Eclipse:
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Cogsnap/勝20100:
Spoiler:
Hourglass Card 1 Cogsnap/勝20100
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 2 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 2 Hayato/WilderRedbeard
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 Aric/Matsu_Kurisu
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.
Hourglass Card 4 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 4 Ramexes/NathanDavis
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Hourglass Card 5 Cogsnap/勝20100:
Spoiler:
Hourglass Card 5 Cogsnap/勝20100
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hourglass Card 6 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 6 Hayato/WilderRedbeard
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 7 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Aric/Matsu_Kurisu
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 8 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 8 Ramexes/NathanDavis
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 9 Cogsnap/勝20100:
Spoiler:
Hourglass Card 9 Cogsnap/勝20100
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 10 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 10 Hayato/WilderRedbeard
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 11 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 Aric/Matsu_Kurisu
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hourglass Card 12 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 12 Ramexes/NathanDavis
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 13 Cogsnap/勝20100:
Spoiler:
Hourglass Card 13 Cogsnap/勝20100
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.
Hourglass Card 14 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 14 Hayato/WilderRedbeard
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 15 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 Aric/Matsu_Kurisu
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Hourglass Card 16 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 16 Ramexes/NathanDavis
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.
Hourglass Card 17 Cogsnap/勝20100:
Spoiler:
Hourglass Card 17 Cogsnap/勝20100
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 18 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 18 Hayato/WilderRedbeard
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 19 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Aric/Matsu_Kurisu
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 20 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 20 Ramexes/NathanDavis
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 21 Cogsnap/勝20100:
Spoiler:
Hourglass Card 21 Cogsnap/勝20100
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 22 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 22 Hayato/WilderRedbeard
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 23 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 23 Aric/Matsu_Kurisu
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 24 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 24 Ramexes/NathanDavis
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 Cogsnap/勝20100:
Spoiler:
Hourglass Card 25 Cogsnap/勝20100
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 26 Hayato/WilderRedbeard:
Spoiler:
Hourglass Card 26 Hayato/WilderRedbeard
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.
Hourglass Card 27 Aric/Matsu_Kurisu:
Spoiler:
Hourglass Card 27 Aric/Matsu_Kurisu
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.
Hourglass Card 28 Ramexes/NathanDavis:
Spoiler:
Hourglass Card 28 Ramexes/NathanDavis
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 29 Cogsnap/勝20100:
Spoiler:
Hourglass Card 29 Cogsnap/勝20100
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 9
Scenario Deck Card 1:

Dragon
Core
Story Bane 3
Type: Monster
Traits:
Dragon
Veteran
To Defeat:
Combat 16+##
OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Scenario Deck Card 2:

Sivit
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Trigger
To Defeat:
Combat 16
When examined or before acting, recharge your hand, reset, and bury a card.
Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
Scenario Deck Card 3:

Pack Landshark
CotCT
Story Bane 4
Type: Monster
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, move to this monster's location and encounter it.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Scenario Deck Card 4:

Acid Mantis Queen
None
Story Bane 2
Type: 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.

Scenario Deck Card 5:

Senshiir
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12
Immune to Poison. Resistant to Acid, Attack, and Electricity.
Before acting, suffer 1d6 Combat damage.
Scenario Deck Card 6:

Red Mantis Assassin
CotCT
Story Bane 3
Type: Monster
Traits:
Assassin
Human
Red Mantis
Veteran
To Defeat:
Combat 10+##
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Scenario Deck Card 7:

Mummy
Core
Story Bane 2
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.
Scenario Deck Card 8:

Bahor
CotCT
Story Bane 3
Type: Monster
Traits:
Outsider
Rakshasa
To Defeat:
Combat 20
Resistant to Attack.
Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
Scenario Deck Card 9:

Cindermaw
CotCT
Story Bane 4
Type: Monster
Traits:
Animal
Fire
To Defeat:
Combat 27
OR Strength
Acrobatics
Survival 12
Immune to Fire. Vulnerable to Cold.
Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
If undefeated, suffer the scourge Wounded.

Location #1: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Lair Card 1:
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.
Lair Card 2:
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.
Lair Card 3:
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.
Lair Card 4:
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.
Lair 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.
Lair Card 6:
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.
Lair Card 7:
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.
Lair Card 8:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Lair Card 9:
Restoration
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

Lair 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.
Lair Card 11:
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.

Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Ruin Card 1:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Ruin Card 2:
Henchman Proxy B5
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.
Ruin 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.
Ruin Card 4:
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.
Ruin Card 5:
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.
Ruin Card 6:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; 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, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Ruin Card 7:
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.
Ruin Card 8:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Ruin Card 9:
Emperor Scorpion
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
Ruin Card 10:
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.

Ruin Card 11:
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.

Location #3: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Bridge Card 1:
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.
Bridge 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.
Bridge Card 3:
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.
Bridge Card 4:
Locked Door
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Bridge Card 5:
Safe Haven
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.

Bridge Card 6:
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.
Bridge Card 7:
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.
Bridge Card 8:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Bridge Card 9:
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.
Bridge Card 10:
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.
Bridge Card 11:
The Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.

Location #4: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Alley Card 1:
Persona Mask
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
Alley Card 2:
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.
Alley Card 3:
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.
Alley Card 4:
Nightspear
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Alley Card 5:
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.

Alley Card 6:
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.
Alley Card 7:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Alley Card 8:
Henchman Proxy B2
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.
Alley Card 9:
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.
Alley Card 10:
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.
Alley Card 11:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

Location #5: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Dungeons Card 1:
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Dungeons Card 2:
Henchman Proxy B4
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.
Dungeons Card 3:
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.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
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.
Dungeons Card 7:
Gargoyle
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Dungeons Card 8:
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Dungeons Card 9:
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.
Dungeons Card 10:
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.
Dungeons Card 11:
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.

Location #6: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
Tavern Card 1:
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.
Tavern Card 2:
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.
Tavern Card 3:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Tavern Card 4:
Bottled Lightning
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Tavern Card 5:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Tavern Card 6:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Tavern Card 7:
Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Tavern Card 8:
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.
Tavern Card 9:
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.
Tavern Card 10:
Henchman Proxy B6
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.
Tavern Card 11:
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.


Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Wand of Restorative Touch
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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


Deck Handler // Searching for: Ally 6 > Armor 6 > Weapon 6

Loot: Keen Orcish Axe replaces Earthbreaker

Starting at Tavern

Ramexes wrote:

Hand: Keen Orcish Axe, Wounding Spear-axe, Maiden's Helm, Pit Gladiator, The Gold-Fisted, Our Lord in Iron,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Tavern
Hero Points: 2
Product Reroll: Used
NOTES:
Available Support: Noble: Local Charisma/Diplomacy or Acquire: 1d6

Blessings Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Restorative Touch, Druid of the Flame, Ruby of Charisma, Blessing of Pharasma, Imp, Noble, Scrying, Hellknight of the Nail, Korvosan Guard, Embiggen, Blessing of Osiris, Giant Form
Recharged:
Discard Pile: The Fiend,
Buried Pile:

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

Role: Warsighted
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck (☐ or recharge a random weapon from your discard pile).
You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☐+1)(☐+2) and the Fire (☐ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (☑ or to evade a bane you encounter) (☐ or to add 1 die to any check to defeat a henchman or a villain).
☑ Add 1 die to your check to acquire a weapon or an armor.
☐ When you discard a weapon for its power, you may first recharge a random card from your discard pile (☐ or shuffle it into your deck).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
☐ Once during the adventure path, when a non-villain bane would be evaded, you may cross off this reward to reload it into its location



Examine:
Imp
Blessing of Pharasma
Scrying
Hellknight of the Nail
Korvosan Guard
Recharge Korvosan Guard

1 to 50 of 1,009 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACS]BR Akaitora's HEROIC Year of Reborn Strife All Messageboards

Want to post a reply? Sign in.