
Aric - Matsu Kurisu |

Correcting turn
Forgot desperate on fail of Gauntlets
Discard ac Bracers of Protection
End of turn draw up Red Leathers
"
Aric Hand Size 6: Red Leathers (Armor), Thieves' Tools (Classic) (Item), Dandy Brute (Ally), Marianix Karn (Ally), Mask of the Red Raven (Item)
Displayed: Gambeson
Deck: 3 Discard: 8 Buried: 3
Notes: You can use my cards if needed (including the blessings)
Kit: Rapier (Weapon), Blessing of the Sages (Blessing), Blessing of the Ancients (Blessing)Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.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:0The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
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, you may examine the top card of your location deck.Favored Card: None
"

Ramexes |

Hour of Orison
Move to Location #5: Storehouse. Free explore and encounter Light Crossbow
Dexterity 4: 1d6 ⇒ 6 Acquired!
Discard Korvosan Guard to explore and encounter Cave Bear
Reveal Longspear
BA Combat 6+2: 1d8 + 3 + 1d8 ⇒ (7) + 3 + (8) = 18 Wow!
Reveal Longspear. Flame on!: Recharge Blessing of Abadar
Combat 11+2: 1d8 + 3 + 1d8 + 1d8 ⇒ (3) + 3 + (7) + (4) = 17 Banished
Read the Entrails: Examine Storehouse Card 4: Hide Armor
Bury Korvosan Guard to explore and encounter Hide Armor
Constitution 3: 1d8 ⇒ 3 Acquired!
Display Hide Armor
Hand: Longspear, Giantbane Greataxe, Light Crossbow, Quarterstaff, Compass, Lookout,
Displayed: Hide Armor,
Deck: 7 Discard: 2 Buried: 4
Current Location: Location 5: Storehouse
Hero Points: 0
Confusing: Randomly shuffle in Quarterstaff
Hand: Longspear, Giantbane Greataxe, Light Crossbow, Compass, Lookout,
Displayed: Hide Armor,
Deck: 8 Discard: 2 Buried: 4
Current Location: Location 5: Storehouse
Hero Points: 0
NOTES:
Available Support: Lookout: Local Perception 1d4
Light Crossbow: Distant Combat 1d8
Middle of Deck (Unknown Order): Magic Leather Armor, Blessing of Pharasma, Aid, Blessing of Abadar, Quarterstaff, Researcher, Cure, Soldier
Recharged:
Discard Pile:
Buried Pile:
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
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.
You may recharge a card that has the Divine trait to add 1d8 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).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
The Bloatmage is hiding after but continues to use crafty magics to thwart the group.
Ramexes comes upon a fascinating display in the storehouse, it looks to be some sort of hunting exhibit with a manikin posed in hides with a crossbow facing off against a Cave Bear. Ramexes grabs the bow thinking it might be of some use against the Bloatmage, but when he does, the bear springs to life.
He fights off its charge with his Longspear, eventually lighting the spear on fire and piercing its hide until the bear was stopped still once more.
With all the battles going on, Ramexes' Korvosan Guard offers him the hide from the display. It smells a bit, but Ramexes accepts the guard's wisdom.
Location 5 Storehouse: 2 and 4 acquired. 3 Banished

Cogsnap - 勝20100 |

Hourglass: The Queen Mother
When this is the hour: Your Knowledge check is blessed.
No move.
Explore the laboratory and encounter
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Wisdom 4+#=5: 1d6 ⇒ 4
Boon is banished
Discard Troubadour to explore (Hoping it is not a monster…)
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Recharge Clockwork Servant (Core) to add a d6.
Intelligence 4+#=5: 1d10 + 1d6 ⇒ (2) + (3) = 5
Defeated
Closing henchmen so attempt to close location.
Scenario power: recharge: 1d4 ⇒ 4 cards, only 3 in hands.
Unless I’m mistaken, no one has a blessing for that check.
Craft 4+#=5: 1d10 + 2 ⇒ (4) + 2 = 6
Laboratory closed.
Summon 3 spells and encounter 1 of them; banish the others.
Choose to encounter Locate Object:
Arcane 6: 1d10 + 1 ⇒ (6) + 1 = 7
Acquired
Move to storehouse 5
End turn:
Draw 6 cards (location increase hand size)
Confusing: 1d7 ⇒ 1 Locate Object
Hand: Noxious Bomb (Core), Elixir of Healing, Enhance, Blessing of the Elements, Blessing of the Elements #2, Clockwork Servant (Core)
Displayed: Elixir of Energy Resistance,
Deck: 4 Discard: 4 Buried: 4
Current Location: 5 Storehouse
Hero Points: 0
NOTES:
Other: Reroll unused
Middle of Deck (Unknown Order): 0
Recharged: Anesthetizing Slime, Corrosion, Studded Leather Armor, Locate Object,
Discard Pile:
Buried Pile:
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.

Hayato - WilderRedbeard |

Forgot about Confusing last turn. Shuffle: 1d4 ⇒ 1 Nine-Ring Sword into deck.
The hour of Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.
Move to Location 5: Storehouse.
Explore Card #5:
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Recharge Jinfu to explore: Henchman Proxy A
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Perception (Melee) 5+#=7: 1d10 + 1d4 ⇒ (8) + (3) = 11 defeated
When attempting to close, recharge: 1d4 ⇒ 4 cards: Naginata, Nine-Ring Sword & Rapier.
Discard empty hand to close Storehouse. Search location and banish all cards except Bloatmage. Location not closed.
End turn & reset hand.
Hand: Throwing Axe (c), Nine-Ring Sword, Banner, Horse, Blessing of the Samurai,
Displayed:
Deck: 11 Discard: 3 Buried: 3
Current Location: Loc 5: Storehouse
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Blessing (recharges for Melee/Ranged check)
Other: Dice Re-Roll Used for 1B?: N
Shuffle card in for Confusing: 1d5 ⇒ 5 Blessing of the Samurai shuffled in.
Hand: Throwing Axe (c), Nine-Ring Sword, Banner, Horse,
Displayed:
Deck: 12 Discard: 3 Buried: 3
Current Location: Loc 5: Storehouse
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Blessing (recharges for Melee/Ranged check)
Other: Dice Re-Roll Used for 1B?: N
Middle of Deck (Unknown Order): Sands of the Hour, Surgeon, Naginata, The Locksmith (acq), Earthbreaker, Rapier (acq), Cold Iron Greatsword (acq), Helm, Jinfu (Cohort), Gem of Physical Prowess (acq), Half-Plate, Blessing of the Samurai
Recharged:
Discard Pile:
Buried Pile:
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:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

Cogsnap - 勝20100 |

Forgot to discard from failing to acquire The Midwife:
desperate: discard Anesthetizing Slime.
Hand: Noxious Bomb (Core), Elixir of Healing, Enhance, Blessing of the Elements, Blessing of the Elements #2, Clockwork Servant (Core)
Displayed: Elixir of Energy Resistance,
Deck: 3 Discard: 5 Buried: 4
Current Location: 5 Storehouse
Hero Points: 0
NOTES:
Other: Reroll unused
Middle of Deck (Unknown Order): 0
Recharged: Corrosion, Studded Leather Armor, Locate Object,
Discard Pile:
Buried Pile:
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.

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Starting Shardra's turn. The hour is The Twin. Hour Power: On your check, the first item or ally played is played freely.
Shardra will explore to encounter Repository Card 1: Drowning Mud. Shardra will recharge Kolo to add 1d8+1 to her check to defeat a Barrier. She will attempt the Fortitude check.
CtD Fortitude 8: 1d8 + 2 + 1d8 + 1 ⇒ (5) + 2 + (7) + 1 = 15
Defeated!
Unfortunately Shardra has no way to explore again, so she ends her turn and resets her hand.
Confusing: 1d5 ⇒ 3
Shardra shuffles The Theater into her deck.
Hand: Cure, Flame Staff, Kukri, Holy Light,
Displayed: Chain Mail, Elemental Treaty,
Deck: 12 Discard: 0 Buried: 3
Current Location: Repository
Hero Points: 0
NOTES:
Available Support:
- Cure: A local character heals 1d4+1 cards
Other: Shardra is always willing to recharge her non-combat spells to allow a local character to re-roll a check to defeat a bane
Middle of Deck (Unknown Order): Orison, Invisibility, Dog, The Theater, Kolo (Wrath of the Righteous), Gem of Mental Acuity, Prayer, Divine Insight, Blessing of the Sages, Sands of the Hour, Candlelight, Scale of Remembrance
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Knowledge: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 5 ☐ 6
Proficiencies:
Divine, ☐Armors
POWERS:
When a local character would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

BR Akaitora |

******************************************************************
DURING THIS ADVENTURE:
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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).
[u]SCENARIO HARROW SUIT:[/u] Crowns
******************************************************************
DURING THIS SCENARIO:
******************************************************************
HEROIC WILDCARDS
******************************************************************
STORY BANES
Danger: Each time you encounter the danger, randomly choose a new barrier
Villain: None
Henchmen (Closing]: Animated Object, Clockwork Guardian, Mysterious Relics - Proxy A
Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item
Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Story Bane
Type: Monster
Traits: Human Wizard Veteran
To Defeat: Combat 6+## OR Arcane 3+# THEN Combat 9+## OR Arcane 5+#
Resistant to Melee. Vulnerable to Poison. Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
SETUP
Add the Onslaughts wildcard Desperate.
Build a number of the location Storehouse equal to the number of characters.
When preparing story banes, shuffle the story bane villain Bloatmage into a Storehouse.
DURING THIS SCENARIO
When you attempt to close or guard a location, recharge 1d4 cards.
To win, defeat and corner the Bloatmage.
Scenario Level (#): 1
Turn: 20, Aric/Matsu_Kurisu
Monsters
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
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.
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.
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.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Barriers
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
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.
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Weapons
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Mace
Melee
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Spells
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Armors
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Items
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
Allies
Core
Ally 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Blessings
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.
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 1
Traits:
Deity: 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.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hour Power: On your check to close or to guard, add 1d4.
******************************************************************
CURRENT HOUR:
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hours Remaining: 10
Hourglass
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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
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.
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.
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.
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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Location #2: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/Akaitora, Elemental Treaty (displayed)
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Location #4: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
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.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Core
Story Bane 1
Type: Monster
Traits:
Construct
Veteran
To Defeat:
Combat 13+##
OR Arcane
Knowledge 7+#
Immune to Mental and Poison.
Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
Location #5: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Hayato/WilderRedbeard, Aric/Matsu_Kurisu, Ramexes/NathanDavis, Cogsnap/勝20100, None
None
Story Bane 0
Type: Monster
Traits:
Human
Wizard
Veteran
To Defeat:
Combat 6+##
OR Arcane 3+#
THEN Combat 9+##
OR Arcane 5+#
Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Location #7: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.

The Red Raven - Matsu Kurisu |

Turn order: Hayato/WilderRedbeard, Shardra/Akaitora, Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100
Out of Turn Updates
Blessing = #20 Aric/Matsu Kurisu: Abadar's Law
When this is the hour: On your check to close or to guard, add 1d4.
Start of Turn
Change to Aric Change to Red Raven
Kit Swap:
Into Kit (Mask of the Red Raven)
Into Hand (Rapier )
At: #5: Storehouse
Give: No
Move: #7: Storehouse
At This Location: Treat your hand size as 1 larger.
Red Raven.End of Move.Examine = 1: Dire Badger, Monster 1
Stay as Red Raven
Kit Swap:
Into Kit (Blessing of the Sages)
Into Hand (Dandy Brute)
Free Explore = 1: Dire Badger, Monster 1: Perception 6
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Perception 1d8+2, Recharge Blessing of the Sages +3d8
Perception 6: 1d8 + 2 + 3d8 ⇒ (7) + 2 + (2, 6, 3) = 20 Banished by noncombat
End of Turn
Recovery
Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Location +1HS
Discard
Draw up Dragon Emissary
Confusing: 1d5 ⇒ 3 (Thieves' Tools (Classic))
Summary
Location = #7: Storehouse
Acquired =
Banished = 1: Dire Badger
Examined =
Displayed =
From Box =
Give =
Used =
Other =
"
The Red Raven Hand Size 4: Red Leathers (Armor), Rapier (Weapon), Marianix Karn (Ally), Dragon Emissary (Ally)
Displayed: Gambeson
Deck: 4 Discard: 8 Buried: 3
Notes: You can use my cards if needed (including the blessings)
Kit: Mask of the Red Raven (Item), Dandy Brute (Ally), Blessing of the Ancients (Blessing)The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
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, you may examine the top card of your location deck.Favored Card: None
Hero Points:0Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.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
"

Ramexes |

Hour of Torag's Power
Give Card to Hayato: Giantbane Greataxe
Move to Location #4: Storehouse. Free explore and encounter Incitation.
Divine 4: 1d10 + 1 ⇒ (2) + 1 = 3
Desperate: Discard Compass
Hand: Longspear, Quarterstaff, Light Crossbow, Soldier, Blessing of Pharasma,
Displayed: Hide Armor,
Deck: 6 Discard: 3 Buried: 4
Confusing: Randomly shuffle in Longspear
Hand: Quarterstaff, Light Crossbow, Soldier, Blessing of Pharasma,
Displayed: Hide Armor,
Deck: 7 Discard: 3 Buried: 4
Current Location: Location 4: Storehouse
Hero Points: 0
NOTES:
Available Support: Blessing Available
Soldier: local Strength/Melee 1d4
Light Crossbow: Distant Combat 1d8
Middle of Deck (Unknown Order): Researcher, Blessing of Abadar, Lookout, Aid, Cure, Longspear, Magic Leather Armor
Recharged:
Discard Pile:
Buried Pile:
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
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.
You may recharge a card that has the Divine trait to add 1d8 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).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
Following the Red Raven's lead, Ramexes moves to flank the Bloatmage.
Gave Giantbane Greataxe to Hayato
Ready to guard Storehouse 4

![]() |

Only read the below spoiler when/if guard checks are required.
I've been burn by random spells too often this game, so Shardra will attempt to guard the Repository by summoning and trying to acquire an armor.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Shardra will ask Ramexes to discard his Blessing of Pharasma to bless Amli's check.
CtA Fortitude 4: 2d10 + 2 ⇒ (4, 1) + 2 = 7
Acquired!

Cogsnap - 勝20100 |

Advance the hour: Gozreh's Growth
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
No move.
Freely display Enhance next to Cogsnap, choosing Arcane.
Explore and encounter Bloatmage.
None
Story Bane 0
Type: Monster
Traits:
Human
Wizard
Veteran
To Defeat:
Combat 6+##
OR Arcane 3+#
THEN Combat 9+##
OR Arcane 5+#
Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Shardra attemps to guard: she succeeds.
Ramexes and Aric guards.
Before acting: discard Blessing of the Elements to bless
Dexterity 4+#=5: 2d8 ⇒ (1, 3) = 4
Use reroll to reroll the 1
Dexterity 5: 3 + 1d8 ⇒ 3 + (3) = 6
Enhance adds 1+# to the Arcane check
Arcane 3+#=4: 1d10 + 1 + 2 ⇒ (4) + 1 + 2 = 7 Automatic success
Enhance adds 1+# to the Arcane check, discard Blessing of the Elements #2 to bless, recharge Clockwork Servant (Core) to add a d6
Arcane 5+#=6: 1d10 + 1 + 2 + 1d10 + 1d6 ⇒ (10) + 1 + 2 + (6) + (4) = 23 Automatic success
Monster is defeated: recharge Noxious Bomb (Core) to draw a new Alchemical or Liquid Item.
There is no such item in the random items.
Also draw 2 new items for the closure, keeping any item 1 if there is one.

BR Akaitora |

7-1B DEVELOPMENT
As the din of battle ceases, the door creaks open just enough for Horus to poke his head through. "Ah, so efficient! You Pathfinders never cease to impress. Now then, if you could tidy the studio up a bit, I'll prepare the ritual. Once it's complete, I should be able to tell you something more about what has been going wrong with my amulets." While you glower at him, Horus directs you with the proper placement of the scattered objects in his studio.
Once satisfied with your work, he places the amulet on a large table and begins drawing arcane sigils around it.
"Wonderful. Make yourselves at home in the shop; I'll begin my work here and summon you when it is complete."
Horus raises a hand, shooing you back through the door. Back in the shop, a tall, undead crab figtted with a tabletop pours each of you a cup of warm tea.
REWARD
Loot: ally Leech.
Adventure Card Society characters may choose a bonus deck upgrade.
ACQUIRED CARDS
Adding Cognsnap's missing rewards:
CotCT Item 1
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 7
When a local character encounters a monster, banish to let them evade it. On a local combat check, banish to add the character's Stealth. DURING RECOVERY If proficient, you may succeed at a Craft 9 check to recharge this card.
Core Item 0
Traits: Acid Alchemical Attack Liquid
To Acquire: Intelligence Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card.
Troubadour (Ally 0)
Hide Armor (Armor 0)
Archer's Kite Shield (Armor 1)
The Locksmith (Blessing 1)
Noxious Bomb (Item 0)
Elixir of Healing (Item 0)
Luckstone (Item 0)
Elixir of Love (Item 0)
Compass (Item 0)
Elixir of Energy Resistance (Item 0)
Enhance (Spell 0)
Elemental Treaty (Spell 1)
Light Crossbow (Weapon 0)
Rapier (Weapon 0)
Kukri (Weapon 0)
Cold Iron Greatsword (Weapon 1)
Giantbane Greataxe (Weapon 1)
---------------------------------------
Weapon: 1 1 0 0 0
Spell: 1 0
Armor: 1 0 0
Item: 1 0 0 0 0 0 0 0
Ally: 0
Blessing: 1

BR Akaitora |

Scenario 1C: A Brotherly Brawl
An hour and several cups of tea passes in the death-bedecked shop of the Urgathoan priest Horus Ilaktya. He emerges from his studio, holding a now-smoldering amulet in his hand.
"Pathfinders, I have something for you. After careful study. I have determined that my device has been sabotaged. It is clear that some outside influence has interfered with my enchantments, though my tests could not reveal its source. Whoever is behind this must be familiar with the minutiae of the amulet's creation, which leads me to suspect Gerik Mubb. He runs Reanimations, a shop similar to my own, and has resented my success for quite some time. He thinks that I have stolen business from him, though I didn't think he'd ever be so desperate as to attempt something like this. Could I count on you to handle this matter for me? Be discreet, if possible; if Gerik is behind this, I'd rather he not know we are on to him until I have gathered the appropriate evidence to expose his sabotage."
Horus gives you directions to Reanimations. The shop isn't far from Last Rites, but it is clearly less opulent than Horus' property.
There is little sign of activity beneath the faded, simple sign. A shabby-looking zombie stands in the display window, holding a sign reading "Closed. Please come again."
From behind the display, a few light flashes silhoutte the undead before the shop goes dark and the door swings open. You watch from nearby as Gerik Mubb steps through the door wearing a long coat. He closes and locks the door behind him, and you catch a glimpse of an inactive control amulet tucked into his belt.
Gerik looks suspiciously around him, fastening his coat before hastily making his way down the street. Wherever he's headed, he seems in quite the hurry. You tail him from Ankar-Te into Oriat, where the street between you and Geric erupts into sudden chaos. Brown-cloaked monks hurl themselves at one another, and you lose sight of Gerik amongst the clash. You'd heard the Brotherhood of the Seal had its conflicts, but you weren't expecting open violence in the streets. Get clear of the struggle and find Gerik before he slips away!
Heroic Wildcards
Random wildcard: 1d3 + 1d6 ⇒ (2) + (5) = 7 (Onslaughts - Monstrous)
Random wildcard: 1d3 + 1d6 ⇒ (3) + (1) = 4 (Perils - Ablaze)
STORY BANES
Danger - Each time you encounter the danger, randomly choose a new monster
Villain - None
Henchmen (Closing) - Borthers of the Seal - Proxy A
Story Bane
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.
SETUP
Before building the locations, search the vault for the barrier Brawl and set it aside.
After building the locations, shuffle the story bane Evidence into the Tenement location then place the barrier Brawl faceup on that location.
All characters start at the Tenement.
DURING THIS SCENARIO
Until Evidence is displayed, you may not move on your move step.
When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.

BR Akaitora |

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DURING THIS ADVENTURE:
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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).
[u]SCENARIO HARROW SUIT:[/u] Books
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DURING THIS SCENARIO:
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HEROIC WILDCARDS
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STORY BANES
Danger - Each time you encounter the danger, randomly choose a new monster
Villain - None
Henchmen (Closing) - Brothers of the Seal - Proxy A
Story Bane
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.
SETUP
Before building the locations, search the vault for the barrier Brawl and set it aside.
After building the locations, shuffle the story bane Evidence into the Tenement location then place the barrier Brawl faceup on that location.
All characters start at the Tenement.
DURING THIS SCENARIO
Until Evidence is displayed, you may not move on your move step.
When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
Scenario Level (#): 1
Turn: 1, Hayato/WilderRedbeard
Monsters
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
CotCT
Monster 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.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
Barriers
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.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
CotCT
Barrier 0
Traits:
Devil
Dragon
Outsider
Skirmish
To Defeat:
Combat 10
OR Arcane
Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spells
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. 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 6 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Items
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Allies
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Ally 0
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hour Power: On your check against an Outsider card, add 1d4.
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CURRENT HOUR:
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hours Remaining: 29
Hourglass
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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.
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.
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.
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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The 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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
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.
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: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Core
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.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Location #2: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Hayato/WilderRedbeard, Shardra/Akaitora, Aric/Matsu_Kurisu, Ramexes/NathanDavis, Cogsnap/勝20100, None
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
CotCT
Story Bane 1
Type: Barrier
Traits:
Task
Trigger
Veteran
To Defeat:
Intelligence
Wisdom
Knowledge
Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat.
If defeated, display this barrier next to the scenario.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Weapon 0
Traits:
Mace
Melee
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
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.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
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.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
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: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
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.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
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.
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
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 #5: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Location #6: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

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"This really has been a very long day Kolo" - said Shardra, sighing, as she hid behind a barrel to avoid miscellaneous merchandise that was now being thrown around by one of the feuding monks.
Somewhere in the distance, the sound of a small explosion was quickly followed by the smell of burning hay. Then, screams followed by what seemed like a series of growls indicated that some exotic beasts had probably gotten lose in the chaos.
"If the spirits had warned me about how eventful today would be, I would have never taken Ramexes up on their offer to show us around his city..."
Kolo sprung up from Shardra's lap, alert to a danger that Shardra couldn't yet see. "It's alright Kolo. You help me keep track of this Mubb person and I'll make sure you stay safe."
With that Shardra stood up from her hiding place, drew her mace, and charged into the warring crowd.
Hand: Flame Staff, Prayer, Fiery Glare, Prayer 2, Candlelight,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Tenement
Hero Points: 0
NOTES:
Available Support:
- Prayer: Discard to bless any check
- Prayer 2: Discard to bless any check
- Candlelight: Banish to examine and reorganize the top 5 cards of the hourglass or its discards
Other: Shardra is always willing to recharge her non-combat spells to allow a local character to re-roll a check to defeat a bane
Middle of Deck (Unknown Order): Kolo (Wrath of the Righteous), Locate Object, Divine Insight, Orison, Gem of Mental Acuity, Holy Light, Scale of Remembrance, Harrower, Leech, Blessing of the Sages, Chain Mail, Sands of the Hour
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Knowledge: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 5 ☐ 6
Proficiencies:
Divine, ☐Armors
POWERS:
When a local character would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

Ramexes |

Loot: Replace Token of Remembrance with Ring of Protection
Hand: Pharasma's Knowing, Blessing of Abadar, Blessing of Pharasma, Earthbreaker, Magic Leather Armor,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Tenement
Hero Points: 0
NOTES:
Available Support: Blessings available, but please leave me one.
Middle of Deck (Unknown Order): Lookout, Blessing of the Gods, Researcher, Enhance, Korvosan Guard, Ring of Protection, Cure, Aid, Longspear, Soldier
Recharged:
Discard Pile:
Buried Pile:
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
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.
You may recharge a card that has the Divine trait to add 1d8 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).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
Discard The Betrayal from Random
Display Magic Leather Armor on first turn
Like I said, I hate this part of town, Ramexes scowls but gets ready for a fight...
Melee 4+1: 1d8 + 3 ⇒ (4) + 3 = 7
Ramexes knocks a few monks that get in his way out with solid well placed blows.

The Red Raven - Matsu Kurisu |

Aric - Start 1.3
1C: A Brotherly Brawl
Card Upgrade
= Bloodbound Hat in, Spyglass (2) out
Loot swaps
NA
Starting location
#2: Tenement
Starting Role
Red Raven
Starting Kit
Sword Cane (Classic)
Blessing of the Ancients
Dandy Brute
Starting Hand
Display Gambeson
"
The Red Raven Hand Size 4: Psychic Detective (Ally), Marianix Karn (Ally), Short Sword +1 (Weapon)
Displayed: Gambeson
Deck: 12 Discard: 0 Buried: 0
Notes: You can use my cards if needed (including the blessings)
Kit: Sword Cane (Classic) (Weapon), Blessing of the Ancients (Blessing), Dandy Brute (Ally)The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
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, you may examine the top card of your location deck.Favored Card: None
Hero Points:0Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.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
"

Hayato - WilderRedbeard |

Swap in Gorum's Iron for Sands of the Hour.
Discard a new Harrow blessing from the vault: The Twin.
Start at Tenement.
Hand: Naginata, Crowbar, Horse, Pig, Gorum's Iron, Jinfu (Cohort),
Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: Tenement
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Blessing (recharges for Melee/Ranged check)
Other: Dice Re-Roll Used for 1C?: N
Middle of Deck (Unknown Order): Soldier, Blessing of Gorum, Blessing of the Samurai, Throwing Axe (c), Nine-Ring Sword, Banner, Half-Plate, Surgeon, Earthbreaker, War Drum, Helm
Recharged:
Discard Pile:
Buried Pile:
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:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

Hayato - WilderRedbeard |

Not one for stealth, Hayato prepares himself to go through the middle of the mob.
The hour of Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.
Remain at Tenement.
Explore:
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.
Reveal Crowbar to add 1d8.
Melee 4+#=5: 1d10 + 2 + 1d8 ⇒ (6) + 2 + (8) = 16 success
Discard Horse to explore:
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Intelligence 6: 1d6 + 1d4 ⇒ (3) + (4) = 7 acquired
Discard Pig to explore:
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Diplomacy 7: 1d6 + 1 + 1d8 ⇒ (5) + 1 + (8) = 14 acquired
Discard Priest of Pharasma to explore: Henchman Proxy A
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.
Random other character (starting with Shardra in turn order): 1d4 ⇒ 4 Cogsnap
BA Fortitude 4+#=5: 1d8 + 2 ⇒ (1) + 2 = 3 Paizo re-roll
BA Fortitude 4+#=5: 1d8 + 2 ⇒ (6) + 2 = 8 success
If Cogsnap fails I will reload Jinfu to reduce Combat damage to a local character by 1.
Reveal Naginata, recharge Gorum's Iron to bless.
Combat 11+##=13: 2d10 + 2 + 2d8 ⇒ (5, 7) + 2 + (2, 8) = 24 remove first d8, defeated with 22
Bury Crowbar to close location. Tenement closed. Choose to not draw a buried card.
Evidence from location gets shuffled into another random location: 1d5 ⇒ 1 Evidence is shuffled into Den of Iniquity and all characters move there.
End turn. Ablaze Fire damage: 1d4 - 2 ⇒ (2) - 2 = 0
Reset hand.
Hand: Naginata, Half-Plate, Soldier, Blessing of the Samurai, Jinfu (Cohort),
Displayed:
Deck: 9 Discard: 4 Buried: 2
Current Location: Den of Iniquity
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Blessing (recharges for Melee/Ranged check)
Other: Dice Re-Roll Used for 1C?: Y
Middle of Deck (Unknown Order): War Drum, Blessing of Gorum, Surgeon, Helm, Earthbreaker, Banner, Throwing Axe (c), Nine-Ring Sword
Recharged: Gorum's Iron,
Discard Pile:
Buried Pile:
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:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Turn Summary:
Shardra & Cogsnap need to summon & encounter a Brawl barrier.
Cogsnap must succeed at a Con/Dex/Acro/Fort 4+# check or suffer 1 Combat damage. Hayato will block the damage with Jinfu if Cogsnap fails.
Tenement is closed, the Evidence is shuffled into Den of Iniquity and all characters move there.

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I forgot two things in my previous post: Shardra is also discarding a Harrow thanks to Tyrant of the Harrow: The Big Sky, and she should have had Kolo in her hand (her cohort).
During Hayato's turn, Shardra has to encounter Brawl. For her check to defeat, Shardra will recharge Kolo to add 1d8+1 to her check to defeat a barrier.
CtD Strength 5: 1d6 + 1d8 + 1 ⇒ (6) + (6) + 1 = 13
Defeated!
It is now Shardra's turn. The hour is Nethys' Duality. Hour Power: On your check against a spell, add 1d4.
Shardra will explore to encounter a random card (since Evidence was shuffled in).
Random Den of Iniquity Card (12 is evidence): 1d12 ⇒ 7
Shardra encounters Den of Iniquity Card 7: Staff of Minor Healing. Nice!
CtA Divine 7: 1d10 + 3 ⇒ (6) + 3 = 9
Acquired! Shardra will recharge the Staff to heal Hayato 1 card.
Shardra will then discard Prayer to examine the top card of her location.
Random Den of Iniquity Card (12 is evidence): 1d12 ⇒ 4
Shardra examines Card 4: Allying Dart, she will then explore. Shardra's dexterity is pretty bad, so upon encountering the weapon, she will cast Fiery Glare to banish Allying Dart and explore again.
Random Den of Iniquity Card (12 is evidence): 1d12 ⇒ 6
Shardra encounters Den of Iniquity Card 6: Spiked Volley. Yeouch. We can still do this. Shardra will ask Ramexes to discard his Blessing of Abadar to bless her check twice.
CtD Dexterity 9: 3d4 ⇒ (3, 3, 3) = 9
Phew! Finally, Shardra will discard Prayer to examine the top card of her location again.
Random Den of Iniquity Card (12 is evidence): 1d12 ⇒ 4
Random Den of Iniquity Card (12 is evidence): 1d12 ⇒ 4
Random Den of Iniquity Card (12 is evidence): 1d12 ⇒ 6
Random Den of Iniquity Card (12 is evidence): 1d12 ⇒ 8
Shardra examines Den of Iniquity Card 8: Zombie. She will explore to encounter it. For her check to defeat, Shardra will reveal her Flame Staff to use her Divine +1d4.
CtD Combat, Divine 11: 1d10 + 3 + 1d4 ⇒ (6) + 3 + (2) = 11
Defeated! What an exciting turn.
Shardra will end her turn. Ablaze triggers.
End of turn, Fire Damage: 1d4 - 2 ⇒ (2) - 2 = 0
During recovery, she attempts to recover her spell. The hour adds +1d4.
Recharge Fiery Glare, Divine 9: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7
Discarded. Then Shardra resets her hand.
Hand: Flame Staff, Holy Light, Chain Mail, Gem of Mental Acuity, Candlelight,
Displayed:
Deck: 10 Discard: 4 Buried: 0
Current Location: Den of Iniquity
Hero Points: 0
NOTES:
Available Support:
- Candlelight: Banish to examine and reorganize the top 5 cards of the hourglass or its discards
Other: Shardra is always willing to recharge her non-combat spells to allow a local character to re-roll a check to defeat a bane
Middle of Deck (Unknown Order): Divine Insight, Harrower, Orison, Blessing of the Sages, Scale of Remembrance, Sands of the Hour, Leech, Locate Object
Recharged: Kolo (Wrath of the Righteous), Staff of Minor Healing,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Knowledge: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 5 ☐ 6
Proficiencies:
Divine, ☐Armors
POWERS:
When a local character would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.
Kolo warned Shardra just in time for her to avoid a heavy-looking wooden crate that crashed on the floor where she stood moments before.
She had but a few moments to catch her breath before a barrage of darts, possibly from a would-be security device accidentally going off, threatened to make her into a pincushion. She focused her glare and managed to burn a few of them but she would not have made it out unscathed without Ramexes' timely swing of the massive Earthbreaker he had bought not two hours ago.
"Fine, fine! We are even now..." - Shardra said, acknowledging the tiefling's knowing smirk.

BR Akaitora |

Cogsnap still has to make his check against Brawl (Strength, Melee or Dexterity 5 or suffer 2 Combat Damage) and against the Brother of the Seal (Constitution, Dexterity, Acrobatics, or Fortitude 5 or suffer 1 Combat Damage)
******************************************************************
DURING THIS ADVENTURE:
******************************************************************
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).
[u]SCENARIO HARROW SUIT:[/u] Books
******************************************************************
DURING THIS SCENARIO:
******************************************************************
HEROIC WILDCARDS
******************************************************************
STORY BANES
Danger - Each time you encounter the danger, randomly choose a new monster
Villain - None
Henchmen (Closing) - Brothers of the Seal - Proxy A
Story Bane
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.
SETUP
Before building the locations, search the vault for the barrier Brawl and set it aside.
After building the locations, shuffle the story bane Evidence into the Tenement location then place the barrier Brawl faceup on that location.
All characters start at the Tenement.
DURING THIS SCENARIO
Until Evidence is displayed, you may not move on your move step.
When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
Scenario Level (#): 1
Turn: 3, Aric/Matsu_Kurisu
Monsters
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.
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
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.
Barriers
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Weapons
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
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.
Core
Spell 0
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Items
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
CotCT
Item 0
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Allies
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Core
Ally 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
CotCT
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
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.
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hour Power: No effect.
******************************************************************
CURRENT 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.
Hours Remaining: 27
Hourglass
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.
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.
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.
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.
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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The 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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
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.
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: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Hayato/WilderRedbeard, Shardra/Akaitora, Aric/Matsu_Kurisu, Ramexes/NathanDavis, Cogsnap/勝20100, None
Core
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
CotCT
Story Bane 1
Type: Barrier
Traits:
Task
Trigger
Veteran
To Defeat:
Intelligence
Wisdom
Knowledge
Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat.
If defeated, display this barrier next to the scenario.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Core
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
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.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
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: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
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.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
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.
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
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 #5: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Location #6: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

Ramexes |

On Shardra's turn discard Blessing of Abadar
Hand: Pharasma's Knowing, Blessing of Pharasma, Earthbreaker,
Displayed: Magic Leather Armor,
Deck: 10 Discard: 2 Buried: 0
Current Location: Tenement
Hero Points: 0
NOTES:
Available Support: Blessings available, but please leave me one.
Middle of Deck (Unknown Order): Enhance, Researcher, Aid, Longspear, Cure, Lookout, Soldier, Blessing of the Gods, Korvosan Guard, Ring of Protection
Recharged:
Discard Pile:
Buried Pile:
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
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.
You may recharge a card that has the Divine trait to add 1d8 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).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.

Cogsnap - 勝20100 |

Draw hand.
Hand: Corrosion, Slick Leather, Blast Stone (Core), Alchemy Lab, Clockwork Butterfly, Anesthetizing Slime
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Tenement
Hero Points: 0
NOTES:
Other: Reroll unused in 1C
Middle of Deck (Unknown Order): Snakebite Dagger, Alchemist's Fire, Clockwork Servant (Core), Sling Staff, Elixir of Healing, Noxious Bomb, Blessing of the Elements, Blessing of the Elements #2, Incitation, Acid Flask (Core)
Recharged:
Discard Pile:
Buried Pile:
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.
Hayato’s turn
Before the explorations: Bury Alchemy Lab to draw a new Alchemical Item: Random item 1 is Noxious Bomb (Core).
Display Slick Leather.
Brawl: Do not use anything, otherwise I’ll just recharge the armor.
Dexterity 4+#=5: 1d8 ⇒ 8
Nice
Brother of the Seal:
Before acting:
Dexterity 5: 1d8 ⇒ 7
Success
Shardra’s turn
Moved to Den of Iniquity.
Hand: Corrosion, Blast Stone (Core), Clockwork Butterfly, Anesthetizing Slime, Noxious Bomb (Core)
Displayed: Slick Leather,
Deck: 10 Discard: 0 Buried: 1
Current Location: Den of Iniquity
Hero Points: 0
NOTES:
Other: Reroll unused in 1C
Middle of Deck (Unknown Order): Snakebite Dagger, Elixir of Healing, Blessing of the Elements #2, Incitation, Acid Flask (Core), Sling Staff, Alchemist's Fire, Clockwork Servant (Core), Noxious Bomb, Blessing of the Elements
Recharged:
Discard Pile:
Buried Pile:
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.

Aric - Matsu Kurisu |

Turn order: Hayato/WilderRedbeard, Shardra/Akaitora, Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100
Out of Turn Updates
Blessing = #3 Aric/Matsu Kurisu: Sands of the Hour
When this is the hour: No Effect
Start of Turn
Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )
At: #1: Den Of Iniquity
Give: No
Move: No
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
Red Raven.End of Move.Examine = 1: Boots of Friendly Terrain, Item 1
Stay as Red Raven
Kit Swap:
Into Kit (Short Sword +1)
Into Hand (Sword Cane (Classic))
Free Explore = 1: Boots of Friendly Terrain, Item 1: Stealth 8
Clothing
Magic
To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Stealth 1d10+1+2, Reveal Marianix Karn +1, Discard Sword Cane (Classic) +1d4
Stealth 8: 1d10 + 1 + 2 + 1 + 1d4 ⇒ (8) + 1 + 2 + 1 + (3) = 15 Acquired
Discard Psychic Detective, examine (2: Evidence TRIGGER - encounter this barrier; add 1d8 to your check to defeat)
Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )
Trigger 2: Evidence: Perception 11(10+1)
Type: Barrier
Traits:
Task
Trigger
Veteran
To Defeat:
Intelligence
Wisdom
Knowledge
Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat.
If defeated, display this barrier next to the scenario.
Perception 1d8+2, Recharge Marianix Karn +1d6, examined +1d8
Perception 11: 1d8 + 2 + 1d6 + 1d8 ⇒ (6) + 2 + (4) + (7) = 19 - Defeated and displayed
and may explore (from Psychic Detective) = 3: Chain Mail, Armor 0: Constitution 5
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Constitution 5: 1d6 ⇒ 1 Banished
End of Turn
Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2 (ac Boots of Friendly Terrain, empty)
Recovery
Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Eando Kline, Thieves' Tools (Classic), Spyglass, Bloodbound Hat, Blessing of the Ancients (2), Blessing of the Sages
Summary
Location = #1: Den Of Iniquity
Acquired = 1: Boots of Friendly Terrain
Banished = 3: Chain Mail
Examined =
Displayed = 2: Evidence
From Box =
Give =
Used =
Other =
"
Aric Hand Size 6: Eando Kline (Ally), Thieves' Tools (Classic) (Item), Spyglass (Item), Bloodbound Hat (Item), Blessing of the Ancients (2) (Blessing), Blessing of the Sages (Blessing)
Displayed: Gambeson
Deck: 7 Discard: 4 Buried: 0
Notes: You can use my cards if needed (including the blessings)
Kit: Short Sword +1 (Weapon), Blessing of the Ancients (Blessing), Dandy Brute (Ally)Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.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:0The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
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, you may examine the top card of your location deck.Favored Card: None
"

Ramexes |

Hour of Incitation
Move to Alley. Free explore and encounter Korvosan Guard
Melee 5: 1d8 + 3 ⇒ (7) + 3 = 10 Acquired
Discard Pharasma's Knowing. Draw Researcher and Lookout. Recharge Lookout and Korvosan Guard (aq), then explore and encounter Boggart.
Recharge Aric's Blessing of the Sages.
Perception 4: 1d4 + 3d8 ⇒ (4) + (3, 4, 2) = 13
Reveal Earthbreaker. Flame On: Recharge Blessing of Pharasma
Combat 10: 1d8 + 3 + 1d12 + 1d8 ⇒ (1) + 3 + (12) + (8) = 24 Banished!
Read the entrails: Examine Alley Card 3: Wolf Pack
Ablaze Fire Damage: 1d4 - 2 ⇒ (1) - 2 = -1 Safe
Hand: Earthbreaker, Cure, Enhance, Ring of Protection, Soldier, Researcher,
Displayed: Magic Leather Armor,
Deck: 7 Discard: 3 Buried: 0
Current Location: Alley
Hero Points: 0
NOTES:
Available Support: Soldier: local Strength/Melee 1d4
Cure: Local Heal 1d4 + 1
Enhance: Add 2 to a skill for the turn.
Movement: Dungeons
Middle of Deck (Unknown Order): Korvosan Guard, Blessing of the Gods, Aid, Longspear
Recharged: Lookout, Korvosan Guard (aq), Blessing of Pharasma,
Discard Pile:
Buried Pile:
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
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.
You may recharge a card that has the Divine trait to add 1d8 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).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
Ramexes here's some fighting in a nearby alley. Before he breaks off, Aric tells him to be on the look out for Boggarts. ooookay...
Sure enough, as Ramexes enters the alley, he finds a guard being tricked and attacked by a malicious fey. Ramexes steps in with his flaming hammer and sends the warped brownie flying with a croquet swing.
A flash of knowing runs through Ramexes and he has a quick vision, flashes of wolves running through this very alley. He begins to make an escape plan.
Aric: Recharges Blessing of the Sages
Alley: Acquired 1. Banished 2. Examined 3.

Cogsnap - 勝20100 |

Hour: Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.
Move: to the Dungeons.
Explore and encounter
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.
Nice to be alone when encountering this one.
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.
Immune to poison :-(
put Blast Stone (Core) in recovery to add 2d4. Difficulty is +2 at location.
Combat 9+##+2=13: 1d6 + 2d4 ⇒ (6) + (1, 4) = 11
Bury Clockwork Butterfly to reroll the 1.
Combat 13: 10 + 1d4 ⇒ 10 + (1) = 11
Failed the check, so Clockwork Butterfly is recharged instead.
2 damage: recharge Slick Leather to reduce it by 2.
Warband is shuffled in random location: 1d5 ⇒ 5 Bank Of Abadar
End of turn:
- Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2 discard Corrosion, Anesthetizing Slime
- recovery: Blast Stone (Core), Craft 6: 1d10 + 2 ⇒ (3) + 2 = 5 banished
- draw 5
As he’s heading for the dungeons, Cogsnap is attacked by a zombie. Looking at his bombs, he throws a Blast Stone to cover his retreat before the undead destroy more than just his armor.
Hand: Sling Staff, Alchemist's Fire, Blessing of the Elements, Incitation, Elixir of Healing, Noxious Bomb, Noxious Bomb (Core)
Displayed:
Deck: 6 Discard: 2 Buried: 1
Current Location: Dungeons
Hero Points: 0
NOTES:
Other: Reroll unused in 1C
Middle of Deck (Unknown Order): Acid Flask (Core), Snakebite Dagger, Blessing of the Elements #2, Clockwork Servant (Core)
Recharged: Clockwork Butterfly, Slick Leather,
Discard Pile:
Buried Pile:
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.

Hayato - WilderRedbeard |

Off turn:
Heal a card: Pig (Thanks, Shardra!).
The hour of Orison
When this is the hour: No effect.
Move to Twisting Passages.
Hayato leaves the wicked den and attepts to follow Cogsnap into the dank air of the dungeons. He loses sight of the gnome for one moment and finds himself lost in a maze of twisting passages.
Explore:
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.
Reveal Naginata & recharge Soldier to add 1d4.
Combat 11+##=13: 1d10 + 2 + 2d8 + 1d4 ⇒ (10) + 2 + (4, 3) + (3) = 22remove the lower d8, defeated w/ 19
Discard BotSamurai to bless the location close check.
Survival 5+#=6: 2d6 + 1 ⇒ (2, 2) + 1 = 5 failed. No HPs or Paizo re-roll.
Hayato is confronted by a monk who immediately attacks. The monk puts up a valiant fight but is no match for the ronin's blade. Now to find a way out of this wretched place...
Recharge Jinfu to explore:
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Reveal Naginata.
Combat 14: 1d10 + 2 + 2d8 ⇒ (8) + 2 + (6, 4) = 20 remove lowest d8, defeated w/ a 16
He doesn't find the exit but he finds another mark for his sword. A reanimated owlbeast takes a shambling swipe at Hayato and he puts the monster down.
Display Half-Plate. End turn.
Ablaze damage: 1d4 - 2 ⇒ (2) - 2 = 0
Reset hand.
Hand: Naginata, Throwing Axe (c), Nine-Ring Sword, Banner, Surgeon,
Displayed: Half-Plate,
Deck: 8 Discard: 4 Buried: 2
Current Location: Twisting Passages
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local - Throwing Axe
Distant -
L&D - Banner will be displayed as soon as a character encounters a monster. +1 to all combat checks.
Other: Dice Re-Roll Used for 1C?: Y
Middle of Deck (Unknown Order): Gorum's Iron, Pig, Helm, War Drum, Blessing of Gorum, Earthbreaker
Recharged: Soldier, Jinfu (Cohort),
Discard Pile:
Buried Pile:
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:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

![]() |

Starting Shardra's turn. The hour is The Lost. Hour Power: When you would recharge a Magic boon, discard it instead.
That's a nope from Shardra. She will banish Candlelight to recovery to rearrange the hourglass' discard pile and put Sands of the Hour on top of the hourglass discard pile. The hour is now Sands of the Hour.
Shardra will stay at the Den of Iniquity and explore. She encounters Den of Iniquity Card 4: Burglar. Shardra will recharge her Gem of Mental Acuity to use her Wisdom die on her Charisma check. I would really prefer not to discard a random boon, so I will ask Aric to recharge (due to hour) his Blessing of the Ancients to bless Shardra's check.
CtA Charisma 6: 2d10 ⇒ (5, 5) = 10
Acquired!
Shardra will discard the Burglar to examine Den of Iniquity Card 5: Ogre. Not a boon, so I can't explore again. Shardra will display her Chain Mail.
Shardra will end her turn. During Recovery, she will attempt to recharge her spell.
Recharge Candlelight, Divine 6: 1d10 + 4 ⇒ (6) + 4 = 10
Recharged. Then she will reset her hand.
EDIT: Had forgotten Ablaze trigger.
Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0 (no damage, phew)
Hand: Flame Staff, Holy Light, Locate Object, Harrower, Sands of the Hour,
Displayed: Chain Mail,
Deck: 9 Discard: 5 Buried: 0
Current Location: Den of Iniquity
Hero Points: 0
NOTES:
Available Support:
- Locate Object: Examine cards at Shardra location until she finds a boon, which she encounters
- Sands of the Hour: Recharge to bless a check using a skill listed in the hour's CtA
Other: Shardra is always willing to recharge her non-combat spells to allow a local character to re-roll a check to defeat a bane
Middle of Deck (Unknown Order): Leech, Divine Insight, Orison, Scale of Remembrance, Blessing of the Sages
Recharged: Kolo (Wrath of the Righteous), Staff of Minor Healing, Gem of Mental Acuity, Candlelight,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Knowledge: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 5 ☐ 6
Proficiencies:
Divine, ☐Armors
POWERS:
When a local character would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.
Amongst the chaos, an opportunistic burglar tried to lighten Shardra's purse. Thanks to Aric's timely warning, however, she was able to grab the thief by the arm and extract some information before the scoundrel managed to slip away again.
Apparently, an ogre citizen had become embroiled in the brother's infighting and was rampaging inside the local bar. Someone needed to stop him. Shardra shared the information she gained with the party as she devised a way to handle the situation without losing sight of their mark.
After the start of Aric's turn, Shardra will cast Locate Object to examine cards until she finds a boon to acquire. She examines Card 5 again, then Card 6: Sage. YES! A knowledge check. Shardra will attempt to acquire.
CtA Knowledge 4: 1d10 + 3 ⇒ (1) + 3 = 4
Lol. Acquired! Den of Iniquity is shuffled. Shardra succeeded at a Knowledge check, so she examines the top card of her location.[/b]
Top card of Den of Iniquity: 1d4 + 4 ⇒ (2) + 4 = 6
Top card of Den of Iniquity: 1d4 + 4 ⇒ (1) + 4 = 5
Top card of Den of Iniquity: 1d4 + 4 ⇒ (3) + 4 = 7
Ah bummer. Den of Iniquity Card 5: Ogre is still on top.
Shardra decided to ask around for an alternative entrance to the bar that could be used to lure the Ogre away. A man, who observed terrified from the sidelines, confirmed to Shardra that the small bar only had the one entrance. It looks like they would have to face the Ogre head on.
At the end of Aric's turn, Shardra attempts to recharge her spell.
Recharge Locate Object, Divine 8: 1d10 + 4 ⇒ (6) + 4 = 10
Hand: Flame Staff, Holy Light, Sage, Harrower, Sands of the Hour,
Displayed: Chain Mail,
Deck: 10 Discard: 5 Buried: 0
Current Location: Den of Iniquity
Hero Points: 0
NOTES:
Available Support:
- Sage: Recharge to add 1d6 to a local Arcane or Knowledge non-combat check
- Sands of the Hour: Recharge to bless a check using a skill listed in the hour's CtA
Other: Shardra is always willing to recharge her non-combat spells to allow a local character to re-roll a check to defeat a bane
Middle of Deck (Unknown Order): Orison, Scale of Remembrance, Blessing of the Sages, Leech, Divine Insight
Recharged: Kolo (Wrath of the Righteous), Staff of Minor Healing, Gem of Mental Acuity, Candlelight, Locate Object,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Knowledge: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 5 ☐ 6
Proficiencies:
Divine, ☐Armors
POWERS:
When a local character would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

BR Akaitora |

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DURING THIS ADVENTURE:
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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).
[u]SCENARIO HARROW SUIT:[/u] Books
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DURING THIS SCENARIO:
******************************************************************
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EVIDENCE IS DISPLAYED Characters can move freely
******************************************************************
HEROIC WILDCARDS
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STORY BANES
Danger - Each time you encounter the danger, randomly choose a new monster
Villain - None
Henchmen (Closing) - Brothers of the Seal - Proxy A
Story Bane
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.
SETUP
Before building the locations, search the vault for the barrier Brawl and set it aside.
After building the locations, shuffle the story bane Evidence into the Tenement location then place the barrier Brawl faceup on that location.
All characters start at the Tenement.
DURING THIS SCENARIO
Until Evidence is displayed, you may not move on your move step. (ooc](Evidence already displayed
When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
Scenario Level (#): 1
Turn: 8, Aric/Matsu_Kurisu
Monsters
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
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.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Barriers
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Barrier 1
Traits:
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.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Spells
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
CotCT
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
CotCT
Item 0
Traits:
Accessory
To Acquire:
Intelligence
Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Allies
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hour Power: On your check against a spell, add 1d4.
******************************************************************
CURRENT HOUR:
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.
Hours Remaining: 22
Hourglass
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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.
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.
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The 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.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
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.
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: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Shardra/Akaitora, Aric/Matsu_Kurisu, None
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/勝20100, None
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
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.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Hayato/WilderRedbeard, None
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
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.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
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.
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
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 #5: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/NathanDavis, None
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Location #6: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

The Red Raven - Matsu Kurisu |

Turn order: Hayato/WilderRedbeard, Shardra/Akaitora, Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100
Out of Turn Updates
Recharge Blessing of the Sages for Ramexes
Blessing = #8 Aric/Matsu Kurisu: Nethys's Duality
When this is the hour: No Effect
Start of Turn
Change to Aric Change to Red Raven
Kit Swap:
Into Kit ( Eando Kline)
Into Hand ( Short Sword +1 )
At: #1: Den Of Iniquity
Give: No
Move: #6: Bank Of Abadar
At This Location: When you acquire a boon, bury a card.
Red Raven.End of Move.Examine = 1: Warband, Barrier 1 Trigger
Stay as Red Raven
Kit Swap:
Into Kit ( )
Into Hand ()
Take 0 on Trigger Stealth to fail and encounter 1: Warband
Summon and encounter a monster: M1: Werewolf, Monster 1: Combat 11
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Hour <> 0, no DC increase
Reveal Short Sword +1 1d10+1+3+1d6+1
combat 11: 1d10 + 1 + 3 + 1d6 + 1 ⇒ (6) + 1 + 3 + (6) + 1 = 17 Monster defeated. 1 Warband defeated.
Free Explore = 2: Sneak, Monster 0: Combat 11(9+1+1)
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Perception 1d8+2, Reveal Spyglass +1d6
BYA Perception 8: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (1) = 5 Failed. Discard Spyglass
Reveal Short Sword +1 1d10+1+3+1d6+1
combat 11: 1d10 + 1 + 3 + 1d6 + 1 ⇒ (7) + 1 + 3 + (3) + 1 = 15 Banished
End of Turn
Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0 (Nil )
Recovery
Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Nil
Summary
Location = #6: Bank Of Abadar
Acquired =
Banished = M1: Werewolf, 1: Warband , 2: Sneak
Examined =
Displayed =
From Box = M1: Werewolf
Give =
Used =
Other =
"
The Red Raven Hand Size 4: Short Sword +1 (Weapon), Thieves' Tools (Classic) (Item), Bloodbound Hat (Item), Blessing of the Ancients (2) (Blessing)
Displayed: Gambeson
Deck: 8 Discard: 5 Buried: 0
Notes: You can use my cards if needed (including the blessings)
Kit: Eando Kline (Ally), Blessing of the Ancients (Blessing), Dandy Brute (Ally)The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
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, you may examine the top card of your location deck.Favored Card: None
Hero Points:0Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.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
"

Ramexes |

Hour of Gozreh's Growth
Move to Dungeons. Free explore and encounter Demonling
BYA Wisdom 5: 1d4 ⇒ 1 2 Poison Damage. Reveal Ring of Protection to reduce by 1. Discard Soldier.
Reveal Earthbreaker. Flame on, recharge Enhance
Combat 8+2: 1d8 + 3 + 1d12 + 1d8 ⇒ (1) + 3 + (7) + (4) = 15 Banished!
Read the entrails, Examine: Dungeons Card 2: Shadow
Banish Cure to Recovery to heal self
Heal Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Blessing of Abadar, Soldier, and Pharasma's Knowing
Ablaze, End of turn Fire Damage: 1d4 - 2 ⇒ (3) - 2 = 1
Reveal Ring of Protection to reduce damage to 0
Ramexes ends their turn.
Ramexes attempts to recover all cards in their Recovery pile. Recharge Researcher.
Cure: Divine 8: 1d10 + 2 + 1d6 ⇒ (10) + 2 + (2) = 14 -> Cure recharged.
Ramexes resets their hand.
Hand: Earthbreaker, Enhance, Aid, Ring of Protection, Korvosan Guard (aq),
Displayed: Magic Leather Armor,
Deck: 10 Discard: 1 Buried: 0
Current Location: Dungeons
Hero Points: 0
NOTES:
Available Support: Korvosan Guard: Reduce local combat damage by 1
Aid: Any check, add 1d4+1
Enhance: Add 2 to a skill for the turn.
Movement: Alley
Middle of Deck (Unknown Order): Longspear, Pharasma's Knowing, Blessing of Abadar, Lookout, Blessing of the Gods, Blessing of Pharasma, Korvosan Guard, Soldier
Recharged: Researcher, Cure,
Discard Pile:
Buried Pile:
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
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.
You may recharge a card that has the Divine trait to add 1d8 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).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
Ramexes notices the gnome, Cogsnap seeking shelter from the brawl above. Not planning to fight a pack of wolves, Ramexes follows the gnome.
Cogsnap must've stirred up some trouble down there as a Demonling emerges behind Ramexes, drooling noxious drips onto Ramexes' Soldier hireling leaving him momentarily paralyzed. Ramexes' Earthbreak envelopes in fire, as he swings the hammer down on the demonling.
Ramexes takes a moment to tend to the Soldier and read the entrails of the Demonling. A dark shadow lies ahead that requires a magic to extinguish.
Dungeons: 1 Banished. 2 Examined.

Cogsnap - 勝20100 |

Seeing the dark shadows, Cogsnap run to hide somewhere.
Advance the hour: Benefaction
When this is the hour: No effect.
Move to Twisting Passages
Explore and encounter card 1
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.
Cogsnap does not have perception, no difficulty increase.
Discard Incitation to bless.
Arcane 4+#: 2d10 + 1 ⇒ (6, 5) + 1 = 12
Discard Blessing of the Elements to explore.
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.
Constitution 4+#=5: 1d6 ⇒ 6
Acquired
Reload The Teamster and discard Noxious Bomb to explore.
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Arcane 8: 1d10 + 1 ⇒ (1) + 1 = 2
Banished
Put Elixir of Healing in recovery to heal 1d4 + 1 ⇒ (4) + 1 = 5
Cogsnap has all cards in his discard pile healed: (Corrosion, Anesthetizing Slime, Incitation, Blessing of the Elements, Noxious Bomb). Deck shuffled.
End turn:
Ablaze 1d4 - 2 ⇒ (1) - 2 = -1 no damage
Cogsnap attempts to recover all cards in his Recovery pile.
Elixir of Healing: Craft 6: 1d10 + 2 ⇒ (6) + 2 = 8 -> Elixir of Healing recharged.
Cogsnap resets his hand,draw 3.
While running, the gnome manages to disable a rune trap but does not spot a magical item. He also seems to get lost in some twisting passages.
Hand: Sling Staff, Slick Leather, Alchemist's Fire, Noxious Bomb (Core), The Teamster, Incitation
Displayed:
Deck: 10 Discard: 0 Buried: 1
Current Location: Twisting Passages
Hero Points: 0
NOTES:
Other: Reroll unused in 1C
Middle of Deck (Unknown Order): Corrosion, Anesthetizing Slime, Clockwork Servant (Core), Clockwork Butterfly, Blessing of the Elements #2, Snakebite Dagger, Blessing of the Elements, Acid Flask (Core), Noxious Bomb
Recharged: Elixir of Healing,
Discard Pile:
Buried Pile:
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.

Hayato - WilderRedbeard |

Off turn: During The Red Raven's turn, display Banner (+1 to all combat checks).
Start of turn: The hour of Sarenrae's Light
When this is the hour: When you heal, you may heal an additional card.
Remain at Twisting Passages.
Hayato hears the tinkling of broken glass and a gnomish voice. Cogsnap? He moves toward the sound.
Explore:
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
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.
Reveal Surgeon to heal 2 cards (extra for hour power): Horse & BotSamurai. Recharge Surgeon.
End turn. Ablaze damage: 1d4 - 2 ⇒ (4) - 2 = 2
Bury Half Plate to reduce to 0. Attempt recharge check: Fortitude 6: 1d8 + 2 ⇒ (7) + 2 = 9 recharged
Reset hand.
Hand: Naginata, Throwing Axe (c), Nine-Ring Sword, Snakebite Dagger (acq), Earthbreaker,
Displayed: Half-Plate, Banner,
Deck: 10 Discard: 2 Buried: 2
Current Location: Twisting Passages
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local - Throwing Axe freely recharges to add 1d6 to a combat check. Snakebite Dagger freely recharges to add 1d4 to a combat check. Hayato will use both to clear some weapons out of his hand.
Distant -
L&D - Banner adds +1 to all combat checks.
Other: Dice Re-Roll Used for 1C?: Y
Middle of Deck (Unknown Order): Pig, Jinfu (Cohort), Blessing of Gorum, Gorum's Iron, Blessing of the Samurai, Helm, Horse, War Drum, Soldier
Recharged: Surgeon,
Discard Pile:
Buried Pile:
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:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

![]() |

Starting Shardra's turn. The hour is The Peacock. Hour Power: On your check, if no boons are played, it is blessed.
Shardra will move to the Dungeon to deal with the Shadow.
Shardra will explore and encounter the Shadow. For her check to defeat, she will banish Holy Light to recovery to use her Divine skill +2d12
CtD Combat, Divine 15: 1d10 + 4 + 2d12 ⇒ (6) + 4 + (8, 9) = 27
Banished!
Shardra will then discard her harrower to examine Dungeons Card 3: Antiplague. She may explore, and she will. The peacock blesser her check as she will not play any boons.
CtA Intelligence 4: 2d6 ⇒ (2, 2) = 4
Welp. Banished. Shardra will then discard her Sage to examine Dungeons Card 4: Sling, then shuffle dungeons and explore.
Random Dungeons top card: 1d7 + 3 ⇒ (4) + 3 = 7
Shardra encounters Dungeon Card 7: Tangle of Debris. Since this could be a lot of scourges on Shardra, she will ask Ramexes to play Aid on her to add 1d4+1 to her Acrobatics check.
CtD Acrobatics 5: 2d4 + 1 ⇒ (3, 2) + 1 = 6
Defeated!
Shardra is a bit spent after all this, so she will end her turn here. When she does, she might take some damage from Ablaze.
Ablaze damage: 1d4 - 2 ⇒ (4) - 2 = 2
Shardra would take 2 Fire Damage, but she will bury her Chain Mail to prevent it. Afterwards, she gets to attempt to recharge her Chain Mail. The peacock blesses the check.
Recharge Chain Mail, Fortitude 6: 2d10 + 2 ⇒ (9, 4) + 2 = 15
Then, Shardra will attempt to recharge her spell. The peacock once again blesses her check.
Recharge Holy Light, Divine 10: 2d10 + 4 ⇒ (8, 7) + 4 = 19
The she resets her hand.
Hand: Flame Staff, Blessing of the Sages, Scale of Remembrance, Divine Insight, Sands of the Hour,
Displayed:
Deck: 9 Discard: 7 Buried: 0
Current Location: Dungeon
Hero Points: 0
NOTES:
Available Support:
- Blessing of the Sages: Discard to bless any check, or recharge to add 3d8 to Perception or Knowledge check
- Divine Insight: Add 2d6 to check to defeat a barrier
- Sands of the Hour: Recharge to bless a check using a skill listed in the hour's CtA
Other: Shardra is always willing to recharge her non-combat spells to allow a local character to re-roll a check to defeat a bane
Middle of Deck (Unknown Order): Orison, Leech
Recharged: Kolo (Wrath of the Righteous), Staff of Minor Healing, Gem of Mental Acuity, Candlelight, Locate Object, Chain Mail, Holy Light,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Knowledge: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 5 ☐ 6
Proficiencies:
Divine, ☐Armors
POWERS:
When a local character would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

BR Akaitora |

******************************************************************
DURING THIS ADVENTURE:
******************************************************************
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).
[u]SCENARIO HARROW SUIT:[/u] Books
******************************************************************
DURING THIS SCENARIO:
******************************************************************
******************************************************************
EVIDENCE IS DISPLAYED Characters can move freely
******************************************************************
HEROIC WILDCARDS
******************************************************************
STORY BANES
Danger - Each time you encounter the danger, randomly choose a new monster
Villain - None
Henchmen (Closing) - Brothers of the Seal - Proxy A
Story Bane
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.
SETUP
Before building the locations, search the vault for the barrier Brawl and set it aside.
After building the locations, shuffle the story bane Evidence into the Tenement location then place the barrier Brawl faceup on that location.
All characters start at the Tenement.
DURING THIS SCENARIO
Until Evidence is displayed, you may not move on your move step. (Evidence already displayed
When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
Scenario Level (#): 1
Turn: 13, Aric/Matsu_Kurisu
Monsters
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 10
THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Barriers
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
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.
Weapons
CotCT
Weapon 0
Traits:
Chain
Ranged
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. 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 6 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Allies
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Ally 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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.
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 would discard an ally, recharge it instead.
******************************************************************
CURRENT HOUR:
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: 17
Hourglass
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
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.
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: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Shardra/Akaitora, Ramexes/NathanDavis, None
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
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.
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Strength
Charisma
Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Hayato/WilderRedbeard, Cogsnap/勝20100, None
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
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 #5: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Location #6: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Aric/Matsu_Kurisu, None
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

The Red Raven - Matsu Kurisu |

Turn order: Hayato/WilderRedbeard, Shardra/Akaitora, Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100
Out of Turn Updates
Blessing = #13 Aric/Matsu Kurisu: The Publican
When this is the hour: When you would discard an ally, recharge it instead.
Start of Turn
Change to Aric Stay as Red Raven
Kit Swap:
Into Kit ( Eando Kline)
Into Hand ( Eando Kline)
At: #6: Bank Of Abadar
Give: No
Move: #3: Dungeons
At This Location: The difficulty of combat checks is increased by 2.
Red Raven.End of Move.Examine = 1: Sling, Weapon 0
Stay as Red Raven
Kit Swap:
Into Kit (Blessing of the Ancients (2) )
Into Hand (Dandy Brute)
Free Explore = 1: Sling, Weapon 0
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Dexterity 3: 1d10 + 1 ⇒ (9) + 1 = 10 Acquired
Hour.Recharge (Eando Kline), explore and may evade =
2: Shelyn's Song, Blessing 1: Charisma 5(4+1)
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.
Charisma 1d4, Ramexes recovery Aid +1d4+1
Charisma 5: 1d4 + 1d4 + 1 ⇒ (1) + (4) + 1 = 6 Acquired
Hour.Recharge (Dandy Brute), explore +1d6 vs Ally = 3: Hell Hound, Monster 1: Combat 10
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Before acting, Shardra/Akaitora, Aric/MatsuKurisu, Ramexes/NathanDavis suffers 1 Fire damage. (ac Shelyn's Song)
Reveal Short Sword +1 1d10+1+3+1d6+1
Location +2DC
combat 12(10+2): 1d10 + 1 + 3 + 1d6 + 1 ⇒ (9) + 1 + 3 + (1) + 1 = 15 Banished
End of Turn
Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1 (Bloodbound Hat )
Recovery
Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Red Leathers, Rapier, Dragon Emissary
Summary
Location = #6: Bank Of Abadar
Acquired = 1: Sling, 2: Shelyn's Song
Banished = 3: Hell Hound
Examined =
Displayed =
From Box =
Give =
Used = Ramexes recovery Aid, Shardra/Akaitora, Ramexes/NathanDavis suffers 1 Fire damage.
Other =
"
The Red Raven Hand Size 4: Short Sword +1 (Weapon), Red Leathers (Armor), Rapier (Weapon), Dragon Emissary (Ally)
Displayed: Gambeson
Deck: 7 Discard: 7 Buried: 0
Notes: You can use my cards if needed (including the blessings)
Kit: Thieves' Tools (Classic) (Item), Blessing of the Ancients (Blessing), Blessing of the Ancients (2) (Blessing)The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
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, you may examine the top card of your location deck.Favored Card: None
Hero Points:0Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.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
"

Ramexes |

Off turn: Recovery Aid
Aid: Divine 8: 1d10 + 2 ⇒ (4) + 2 = 6 -> Aid discarded.
Adjustment to Aric's turn since Aid was already used, discard Cogsnap's Incitation to keep the retcon minor. (I was thinking Sands of the Hour would work, but it's the wrong CtA
Reveal Ring of Protection to reduce Fire Damage to 0
Hour of Gozreh's Growth
Free Explore and encounter Teamster
Diplomacy 5: 1d10 + 3 ⇒ (9) + 3 = 12 Acquired!
Discard Korvosan Guard to explore and encounter Henchman Proxy A3 - Brotherhood of the Seal
BYA Random other character, 1.Shardra 2.Aric: 1d2 ⇒ 1 Shardra succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage.
BYA Constitution 4+1: 1d8 ⇒ 2 Korvosan Guard reduces 1 Combat Damage to 0
Bot Shardra BYA Fortitude 4+1: 1d10 + 2 ⇒ (7) + 2 = 9
Reveal Earthbreaker. Display Enhance to 2 to Strength
Combat 11+2+2: 1d8 + 3 + 1d12 + 2 ⇒ (2) + 3 + (7) + 2 = 14
Woof! Recharge Shardra's Divine Insight to reroll!
Combat 11+2+2: 1d8 + 3 + 1d12 + 2 ⇒ (4) + 3 + (12) + 2 = 21 Success!
To close: Summon and encounter the danger, a new monster: Allip. I can't defeat it. Quick discussion with team to see if this can be effectively avenged

Ramexes |

Amend earlier turn to include Banner (+1). Which means that the first combat was a success and Shardra's Divine Insight is Not used!
Expendable: Bury Korvosan Guard from discard to Evade since we can't close from an avenge.
Discard Teamster to explore and encounter Reefclaw
Reveal Earthbreaker. Enhance. Banner
Combat 11+2: 1d8 + 3 + 1d12 + 2 + 1 ⇒ (3) + 3 + (7) + 2 + 1 = 16
Monster forces reroll
Combat 11+2: 1d8 + 3 + 1d12 + 2 + 1 ⇒ (4) + 3 + (7) + 2 + 1 = 17 Banished!
No more cards remain. Attempt to close! Summon and encounter Dire Badger
Reveal Earthbreaker. Reveal Earthbreaker. Enhance. Banner
Combat 11+2: 1d8 + 3 + 1d12 + 2 + 1 ⇒ (6) + 3 + (10) + 2 + 1 = 22 Success!
Defeated by Combat, take Combat Damage: 1d4 ⇒ 2 Recharge Magic Leather Armor to reduce damage to 0
Dungeons Closed!
Shardra and Aric/Red Raven draw a card each.
Ramexes draws Blessing of Abadar
Move to Alley.
Ramexes and his comrades went further into the tunnels, finding a helpful workman along the way. Another couple of monks jump the group. Infusing his body with magical strength, Ramexes is able to repel them. However they leave a nasty Allip. Ramexes' guard keeps it busy so the party can escape.
They are just about to an exit when they find their way blocked by a Reefclaw and a Dire Badger locked in combat. I hate this part of town, Ramexes says sardonicly.
Ramexes decides to help the badger, smashing the reefclaw into seafood dip. Unfortunately, the Dire Badger's rage turns towards Ramexes, teeth barely kept at bay by Ramaxes' armor. He's able to get a solid hammer swing in and break free.
They party quickly climbs out of the sewers and looks for more of the Brotherhood.
Ablaze Fire Damage: 1d4 - 2 ⇒ (2) - 2 = 0
Ramexes ends their turn.
Ramexes attempts to recover all cards in their Recovery pile.
Enhance: Divine 7: 1d10 + 2 ⇒ (6) + 2 = 8 -> Enhance recharged .
Ramexes resets their hand.
Hand: Earthbreaker, Ring of Protection, Blessing of Abadar, Pharasma's Knowing, Blessing of Pharasma,
Displayed:
Deck: 9 Discard: 3 Buried: 1
Current Location: Alley
Hero Points: 0
NOTES:
Available Support: Blessings available. Please just leave me one.
Movement: Bank Of Abadar
Middle of Deck (Unknown Order): Soldier, Longspear, Blessing of the Gods, Korvosan Guard, Lookout
Recharged: Researcher, Cure, Magic Leather Armor, Enhance,
Discard Pile:
Buried Pile:
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
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.
You may recharge a card that has the Divine trait to add 1d8 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).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
From Aric's turn:
Cogsnap discards Incitation
Shardra still needs to take 1 Fire Damage
Ramexes turn:
Shardra and Aric: Both draw a card and need to pick locations to move to. And Shardra's Divine Insight is NOT recharged as I forgot to include the Banner in the roll.
Dungeons: Closed! 4 acquired. Everything else banished.

The Red Raven - Matsu Kurisu |

move back to bank of abadar
And also drawing Mask of the Red Raven
"
The Red Raven Hand Size 4: Short Sword +1 (Weapon), Red Leathers (Armor), Rapier (Weapon), Dragon Emissary (Ally), Mask of the Red Raven (Item)
Displayed: Gambeson
Deck: 6 Discard: 7 Buried: 0
Notes: You can use my cards if needed (including the blessings)
Kit: Thieves' Tools (Classic) (Item), Blessing of the Ancients (Blessing), Blessing of the Ancients (2) (Blessing)The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
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, you may examine the top card of your location deck.Favored Card: None
Hero Points:0Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.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
"

![]() |

During Aric's turn, Shardra took 1 Fire Damage. She discarded Scale of Remembrance for it.
During Ramexes' turn, Shardra drew a card: Leech! She also moved with Ramexes to the Alley.
Before the end of Ramexes' turn, Shardra recharges the Leech to heal herself.
Leech heal on Shardra: 1d4 - 1 ⇒ (2) - 1 = 1
Shardra heals Sage and shuffles her deck.
Hand: Flame Staff, Blessing of the Sages, Divine Insight, Sands of the Hour,
Displayed:
Deck: 10 Discard: 7 Buried: 0
Current Location: Dungeon
Hero Points: 0
NOTES:
Available Support:
- Blessing of the Sages: Discard to bless any check, or recharge to add 3d8 to Perception or Knowledge check
- Divine Insight: Add 2d6 to check to defeat a barrier
- Sands of the Hour: Recharge to bless a check using a skill listed in the hour's CtA
Other: Shardra is always willing to recharge her non-combat spells to allow a local character to re-roll a check to defeat a bane
Middle of Deck (Unknown Order): Orison, Sage, Holy Light, Staff of Minor Healing, Candlelight, Gem of Mental Acuity, Locate Object, Kolo (Wrath of the Righteous), Leech, Chain Mail
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Knowledge: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 5 ☐ 6
Proficiencies:
Divine, ☐Armors
POWERS:
When a local character would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

BR Akaitora |

During This Adventure: 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).
[u]SCENARIO HARROW SUIT:[/u] Books
During This Scenario: ***
EVIDENCE IS DISPLAYED Characters can move freely
***
HEROIC WILDCARDS
***
STORY BANES
Danger - Each time you encounter the danger, randomly choose a new monster
Villain - None
Henchmen (Closing) - Brothers of the Seal - Proxy A
Story Bane
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.
SETUP
Before building the locations, search the vault for the barrier Brawl and set it aside.
After building the locations, shuffle the story bane Evidence into the Tenement location then place the barrier Brawl faceup on that location.
All characters start at the Tenement.
DURING THIS SCENARIO
Until Evidence is displayed, you may not move on your move step. (Evidence already displayed
When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
Scenario Level (#): 1
Turn: 15, Cogsnap/勝20100
Monsters
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
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.
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Barriers
CotCT
Barrier 1
Traits:
Curse
Task
Veteran
To Defeat:
Intelligence
Perception 4+#
OR Charisma
Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
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.
Weapons
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Core
Weapon 0
Traits:
Mace
Melee
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
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.
CotCT
Spell 1
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
CotCT
Item 0
Traits:
Book
Magic
To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Allies
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
CotCT
Ally 0
Traits:
Vermin
To Acquire:
Wisdom
Fortitude
Survival 4
On your combat check, reload to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
CotCT
Ally 1
Traits:
Human
Rogue
Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Blessings
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.
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.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
Hour Power: No effect.
Current Hour:
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hours Remaining: 15
Hourglass
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
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.
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: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Hayato/WilderRedbeard, Cogsnap/勝20100, None
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
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 #5: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Shardra/Akaitora, Ramexes/NathanDavis, None
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Location #6: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Aric/Matsu_Kurisu, None
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

Cogsnap - 勝20100 |

Aric's turn
Cogsnap discards Incitation.
Cogsnap’s turn
Hour: Incitation
Hour Power: No effect.
Explore and encounter Twisting Passages Card 1
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
When encountered: no fortitude or perception so suffer Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0
Put Noxious Bomb in recovery to use Ranged+2d6, power adds another d6, Hayato’s banner adds a +1
Combat 15: 1d8 + 1 + 3d6 + 1 ⇒ (1) + 1 + (1, 3, 3) + 1 = 10
Use accessory reroll on the d8
Combat 15: 1d8 + 9 ⇒ (2) + 9 = 11
Bury Slick Leather to reduce damage to 0
Suffer plagued
Banner is discarded (or recharged I think)
Reload The Teamster and discard Sling Staff to explore, and encounter:
Random card: 1d5 ⇒ 4
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Put Alchemist's Fire in recovery to use Ranged+2d6, power adds a d6
Combat 10: 1d8 + 1 + 3d6 ⇒ (3) + 1 + (6, 3, 3) = 16
Monster is defeated.
No card left to use power to draw item.
End of turn:
- Plagued Constitution 3+#=4: 1d6 ⇒ 5
- Cogsnap attempts to recover all cards in his Recovery pile.
Noxious Bomb (Core): Craft 7: 1d10 + 2 ⇒ (9) + 2 = 11 -> Noxious Bomb (Core) recharged.
Alchemist's Fire: Craft 7: 1d10 + 2 ⇒ (9) + 2 = 11 -> Alchemist's Fire recharged.
- draw 6 cards
Hand: The Teamster, Snakebite Dagger, Acid Flask (Core), Blessing of the Elements, Corrosion, Noxious Bomb
Displayed:
Deck: 7 Discard: 2 Buried: 2
Current Location: Twisting Passages
Hero Points: 0 // Cogsnap has the following scourges marked:Plagued:While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
NOTES:
Other: Reroll used in 1C
Middle of Deck (Unknown Order): Clockwork Butterfly, Clockwork Servant (Core), Anesthetizing Slime, Blessing of the Elements #2
Recharged: Elixir of Healing, Noxious Bomb (Core), Alchemist's Fire,
Discard Pile:
Buried Pile:
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.

Hayato - WilderRedbeard |

Off turn: Recharge Snakebite Dagger & Throwing Axe for Cogsnap's checks. Assume the outcome was not affected by the extra dice. Banner is recharged.
The hour of The Theatre
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
Examine top card (ignoring 4): 1d5 ⇒ 3
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.
Combat 9: 1d10 + 2 + 1d12 + 1d6 ⇒ (5) + 2 + (4) + (3) = 14 defeated
Reload Earthbreaker to ignore AA power.
Remain at Twisting Passages.
Explore top card (ignoring 3 & 4): 1d5 ⇒ 1
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Reveal & recharge Nine-Ring Sword.
Combat 15: 1d10 + 2 + 1d6 + 1d8 ⇒ (5) + 2 + (3) + (7) = 17 defeated
End turn & reset hand.
Hand: Naginata, Earthbreaker, War Drum, Blessing of Gorum, Blessing of the Samurai,
Displayed:
Deck: 12 Discard: 2 Buried: 2
Current Location: Twisting Passages
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local - War Drum recharges to add 1d4 to a local combat check
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 1C?: Y
Middle of Deck (Unknown Order): Soldier, Pig, Horse, Gorum's Iron, Jinfu (Cohort), Helm
Recharged: Surgeon, Half-Plate, Snakebite Dagger (acq), Throwing Axe (c), Banner, Nine-Ring Sword,
Discard Pile:
Buried Pile:
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:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Cards 1 & 3 banished.

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During Shardra's last turn, when she recharged the leech, she should have displayed it at the Alley. Her deck handler has been updated.
Starting Shardra's turn. The hour is The Locksmith. Hour Power:On your check, you may recharge a card to replace all d4s with d8s.
Shardra will now move to Twisting Passages
She then explores.
Random Twisting Passages Card, 1 = Card 2: 1d2 ⇒ 1
Shardra encounters Twisting Passages Card 2: Bound Imp. Excellent! She will attempt to acquire it.
CtA Divine 6: 1d10 + 4 ⇒ (4) + 4 = 8
Acquired! Shardra will banish the imp to recovery to draw 2 cards: Orison and Holy Light. She will then discard Orison to explore again and encounter Twisting Passages Card 5: Evil Eye. She will attempt to defeat it.
CtD Divine 7: 1d10 + 4 ⇒ (6) + 4 = 10
Twisting Passages are empty. Shardra will attempt to close them at the end of her exploration phase. She will discard her Blessing of the Sages to bless her check.
Closing Twisting Passages, Wisdom 6: 2d10 + 1 ⇒ (8, 3) + 1 = 12
Twisting Passages are closed! On closing, everyone here is moved to a random location.
Random location for Shardra: 1d3 ⇒ 3 Shardra moves to Bank of Abadar
Random location for Cogsnap: 1d3 ⇒ 3 Cogsnap moves to Bank of Abadar
Random location for Hayato: 1d3 ⇒ 2 Hayato moves to Alley
Shardra will then end her turn. She will attempt to recover the Bound Imp when she does.
Recover Bound Imp, Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8 Recharged!
Then shardra will reset her hand.
Hand: Flame Staff, Gem of Mental Acuity, Holy Light, Divine Insight, Sands of the Hour,
Displayed:
Deck: 7 Discard: 9 Buried: 0
Current Location: Bank of Abadar
Hero Points: 0
NOTES:
Available Support:
- Divine Insight: Add 2d6 to check to defeat a barrier
- Sands of the Hour: Recharge to bless a check using a skill listed in the hour's CtA
Other: Shardra is always willing to recharge her non-combat spells to allow a local character to re-roll a check to defeat a bane
Middle of Deck (Unknown Order): Chain Mail, Sage, Candlelight, Staff of Minor Healing, Locate Object, Kolo (Wrath of the Righteous)
Recharged: Bound Imp,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +3
Knowledge: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 5 ☐ 6
Proficiencies:
Divine, ☐Armors
POWERS:
When a local character would fail a check to defeat a bane, you may recharge a spell to allow that character to reroll the die; that character takes the new result.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.

BR Akaitora |

During This Adventure: 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).
[u]SCENARIO HARROW SUIT:[/u] Books
During This Scenario: ***
EVIDENCE IS DISPLAYED Characters can move freely
***
HEROIC WILDCARDS
***
STORY BANES
Danger - Each time you encounter the danger, randomly choose a new monster
Villain - None
Henchmen (Closing) - Brothers of the Seal - Proxy A
Story Bane
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.
SETUP
Before building the locations, search the vault for the barrier Brawl and set it aside.
After building the locations, shuffle the story bane Evidence into the Tenement location then place the barrier Brawl faceup on that location.
All characters start at the Tenement.
DURING THIS SCENARIO
Until Evidence is displayed, you may not move on your move step. (Evidence already displayed
When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.
Scenario Level (#): 1
Turn: 18, Aric/Matsu_Kurisu
Monsters
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Barriers
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Weapons
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Spells
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
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.
Core
Spell 0
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Allies
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Blessings
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.
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
Current Hour:
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.
Hours Remaining: 12
Hourglass
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
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.
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.
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.
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.
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.
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.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
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.
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: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #5: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Hayato/WilderRedbeard, Ramexes/NathanDavis, Shardra's Leech
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
CotCT
Item 0
Traits:
Tool
To Acquire:
Intelligence
Disable
Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Location #6: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Shardra/Akaitora, Aric/Matsu_Kurisu, Cogsnap/勝20100, None
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Ally 0
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

Aric - Matsu Kurisu |

Turn order: Hayato/WilderRedbeard, Shardra/Akaitora, Aric/MatsuKurisu, Ramexes/NathanDavis, Cogsnap/勝20100
Out of Turn Updates
Blessing = #18 Aric/Matsu Kurisu: The Foreign Trader
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.
Start of Turn
Change to Aric Stay as Red Raven
Kit Swap:
Into Kit ( Rapier)
Into Hand ( Blessing of the Ancients (2))
At: #6: Bank Of Abadar
Give: No
Move: No
At This Location: When you acquire a boon, bury a card.
Red Raven.End of Move.Examine = 1: Helpful Haversack, Item 1
Stay as Red Raven
Kit Swap:
Into Kit (Short Sword +1)
Into Hand (Thieves' Tools (Classic))
Free Explore = 1: Helpful Haversack, Item 1: Dexterity 6
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Dexterity 6: 1d10 + 1 ⇒ (9) + 1 = 10 - Acquired & buried due to location power
Discard Blessing of the Ancients (2), examine (2: Poison Gas, Barrier 1)
Change to Aric Stay as Red Raven
Kit Swap:
Into Kit ( )
Into Hand ( )
and may explore = 2: Poison Gas, Barrier 1: Disable 7(6+1)
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Discard Thieves' Tools (Classic) to auto defeat
End of Turn
Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2 Bury Gambeson to reduce to 0
Recovery
Reset
CURRENT ROLE: Aric - HS6 The Red Raven HS4
Discard
Draw up Rapier (2), Clockwork Spy, Marianix Karn
Summary
Location = #6: Bank Of Abadar
Acquired = 1: Helpful Haversack
Banished = 2: Poison Gas
Examined =
Displayed =
From Box =
Give =
Used =
Other =
"
Aric Hand Size 6: Red Leathers (Armor), Dragon Emissary (Ally), Mask of the Red Raven (Item), Rapier (2) (Weapon), Clockwork Spy (Ally), Marianix Karn (Ally)
Deck: 3 Discard: 9 Buried: 2
Notes: You can use my cards if needed (including the blessings)
Kit: Short Sword +1 (Weapon), Blessing of the Ancients (Blessing), Rapier (Weapon)Aric Skills and Powers:Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.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:0The Red Raven Skills and Powers:Skills
Strength d6
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4Powers
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, you may examine the top card of your location deck.Favored Card: None
"

Hayato - WilderRedbeard |

Last turn I forgot Ablaze damage: 1d4 - 2 ⇒ (3) - 2 = 1
Discard Naginata for damage.
Off turn: Move to Alley during Shardra's turn.
Hand: Earthbreaker, War Drum, Blessing of Gorum, Blessing of the Samurai, Gorum's Iron,
Displayed:
Deck: 11 Discard: 3 Buried: 2
Current Location: Alley
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local - War Drum recharges to add 1d4 to a local combat check
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 1C?: Y
Middle of Deck (Unknown Order): Jinfu (Cohort), Soldier, Horse, Helm, Pig
Recharged: Surgeon, Half-Plate, Snakebite Dagger (acq), Throwing Axe (c), Banner, Nine-Ring Sword,
Discard Pile:
Buried Pile:
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:
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

Ramexes |

Hour of the Carnival
Free Explore and encounter Wolf Pack. Expendible: Bury Teamster to evade.
BYA summons and encounter Wolf Pack
Reveal Earthbreaker. Flame on: Recharge Blessing of Pharasma
Combat 11: 1d8 + 3 + 1d12 + 1d8 ⇒ (4) + 3 + (10) + (6) = 23 Banished!
Read the Entrails: Examine - Alley Card 2: Magnifying Glass
Discard Pharasma's Knowing. Draw Soldier and Longspear. Recharge Ring of Protection and Longspear. Explore and encounter Magnifying Glass
Intelligence 4: 1d6 ⇒ 2 Banished
Discard/Display Soldier at Alley to explore and encounter Henchman Proxy A - Brother of the Seal
BYA Constitution 4+1: 1d8 ⇒ 7 Success
Hayato needs to do the BYA Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage.
Reveal Earthbreaker. Flame on: Recharge Blessing of Abadar. Soldier Explore
Combat 11+2: 1d8 + 3 + 1d12 + 1d8 + 1d4 ⇒ (1) + 3 + (6) + (8) + (2) = 20 Banished!
Attempt to Close: Summon Priest of Abadar. Bury Earthbreaker to automatically acquire.
On close, draw Soldier and Leech.
Give Leach back to Shardra
Give Soldier to Hayato
Give Priest of Abadar to Aric
Hayato moves somewhere, probably Bank of Abadar
Ramexes moves to Bank of Abadar
Ablaze Mental Fire Damage: 1d4 - 2 ⇒ (3) - 2 = 1 No cards in hand!
Hand: Cure, Lookout, Korvosan Guard, Researcher, Blessing of the Gods,
Displayed:
Deck: 6 Discard: 3 Buried: 3
Hero Points: 0
On Cogsnap's turn: Banish Cure to Recovery to heal Aric
Heal Aric Cards: 1d4 + 1 ⇒ (1) + 1 = 2 2 whole cards!Recovery. Recharge Researcher
Recover Cure: Divine 8: 1d10 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8 -> Cure recharged.
Hand: Lookout, Korvosan Guard, Blessing of the Gods,
Displayed:
Deck: 8 Discard: 3 Buried: 3
Current Location: Bank of Abadar
Hero Points: 0
NOTES:
Available Support: Blessing available
Korvosan Guard: Reduce local combat damage by 1
Lookout: Local Perception 1d4
Middle of Deck (Unknown Order): 0
Recharged: Magic Leather Armor, Enhance, Blessing of Pharasma, Ring of Protection, Longspear, Blessing of Abadar, Researcher, Cure,
Discard Pile:
Buried Pile:
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
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.
You may recharge a card that has the Divine trait to add 1d8 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).
At the start of each scenario, after drawing starting hands, discard a new Harrow blessing.
Ramexes smashes an oncoming wolf while the Teamster he met underground leads the other far away. Maybe he got away? shrug
The Soldier under Ramexes employ leads the way to fight another one of the Brotherhood. It appears a Priest of Abadar got caught in the fight their way to the Bank of Abadar. Ramexes smashes the Brotherhood of the Seal and hands his Earthbreaker to the Priest so they might defend themselves.
With that, the party regroups at the Bank of Abadar.
Hayato: must do the BYA Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. And is given Soldier. And needs to chose a place to move. Bank of Abadar is a good assumption.
Shardra: Is given back Leech
Aric: Is given Priest of Abadar. Then is healed 2 cards
Alley: Banished 1-3. Closed
Acquired Priest of Abadar from Random