Outpost 2021 - Hawkmoon's PACS Wandering Way With Specials (Inactive)

Game Master Hawkmoon269

Group deck handler


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During This Adventure: Regardless of the challenge mode, build small locations.
The harrow suit is Crowns.

During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
To win, corner and defeat the villain Azuretzi.

Additional Rules:

Evidence:

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

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

CONFUSING: After your reset, shuffle a random card into your deck.

Danger:

Plague Zombie:

Story Bane
Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10THEN
Combat 11+##

Immune to Mental and Poison.
After acting, a local character suffers 1d4-1 Combat damage.
If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

Location #1: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #2: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #4: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None


Deck Handler

I'll start at Alley for now. If I draw Aspect of the Tiger I'll head to Cliff.

Adowyn wrote:

Hand: Aspect of the Tiger, Balmberry Bush, Leryn (Ally), Giant Raven, Elk, Blessing of Ra, Leryn (Cohort),

Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Alley
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: 7-99A Reroll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Marksman's Bow, Blessing of Nivi Rhombodazzle, Blessing of Achaekek, Wolf, Archeaopteryx, Runewell's Echo, Aspect of the Bull, Blessing of the Green Faith, Belt of Teeth, Angelstep, Aspect of the Monkey, Bestial Rags, Skyrocket Crossbow, Hawkmoon Bow, Blessing of Milani
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.
☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
☑ When you encounter a barrier, you may draw a card.
☑ You gain the skill Disable: Dexterity +2.
☐ You gain the skill Stealth: Dexterity +2.

And I drew it right away, so that is what I'll do. Recharge Leryn for scenario power.


Deck Handler

Start at Slaughterhouse, but drew no combat spells so probably heading to Tenement.

Loot: Swap Ring of Protection for Mind Crystal

Recharge Sage after drawing hand.

Meligaster wrote:

Hand: Scrying, Create Mindscape, Fate-reader Lenses, Acadamae Scholar, The Lady of Mysteries,

Displayed: Mind Crystal,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 4
Used Accessory Reroll: N
NOTES:
Available Support: Lenses for d10 to any perception check, Scrying, Mindscape, and Blessing are available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Death's Touch, Acadamae Student, Chain Lightning (Core), Headband of Mental Superiority, The Peacock, Valet, Tome of Origami Animals, Mindblade, The First, Pious Healer, Fortune-teller, Hellknight Plate, Blessing of Abadar, Disintegrate (Core)
Recharged: Sage,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
On your first (☑ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
☑ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
□ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Start in Tenement

After drawing hand, recharge Rapier of Puncturing

Grenek wrote:

Hand: Thundering Earthbreaker, Red War Paint, Staff of Minor Healing, Mighty Steed, Master of Masters,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Tenement
Hero Points: 6
Goblin Marker: 0
Product Reroll Unused
NOTES:
Available Support: Thundering Earthbreaker: Local Lock or Obstacle Barrier 1d12

Staff of Minor Healing: Local heal 1
Movement: Move where the most discards are (with the group)
Other: Local Check Against Monster: Discard to add 1d4 Pierce.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hellknight of the Nail, Lyrune-quah Moon Maiden, Drums of Panic, Blessing of Venkelvore, Cleaving Dogslicer +2, Ring of Immolation, Lizard, Blessing of Lady Lastbreath 1, Improvised Monster, Studded Leather Armor, Xoff, Glamered Leather Armor, Blessing of Lady Lastbreath 2, Dragonbane Greatsword
Recharged: Rapier of Puncturing,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Charisma +0

Rabbitpuncher
Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster (☑ or a bane), you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard (☐ or recharge) a card (☐ or remove a goblin marker from this card) to add 1d4 (☐ 1d6) (☐ 1d8) and the Piercing trait.
At the end of your turn, you may move, any local Goblin characters may move with you. (☐ then you may examine the top card of your location, then you may move again).
☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☑ On your non-combat Strength or non-combat Fortitude (☑ or combat) check, add the number of goblin markers on this card.
☐ Your hand size is increased by the number of goblin markers on this card.
☑☐☐ Fractured Memories: When you would suffer Mental damage, instead check a box that precedes this reward; if it is your turn, after the encounter, end your turn.


During This Adventure: Regardless of the challenge mode, build small locations.
The harrow suit is Crowns.

During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
To win, corner and defeat the villain Azuretzi.

Additional Rules:

Evidence:

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

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

CONFUSING: After your reset, shuffle a random card into your deck.

Danger:

Plague Zombie:

Story Bane
Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10THEN
Combat 11+##

Immune to Mental and Poison.
After acting, a local character suffers 1d4-1 Combat damage.
If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

Scenario Level (#): 6

Turn: 1, Raz/Gimry

Random Cards:

Monsters
Spoiler:
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.

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

Spoiler:
Corpse Lotus
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.

Spoiler:
Warsworn
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.

Spoiler:
Banshee
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.


Barriers
Spoiler:
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

Spoiler:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

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

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

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

Weapons
Spoiler:
Blackjack's Daggers
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Speed Battleaxe
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

Spoiler:
Banudor
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.

Spoiler:
Horrorbane Heavy Pick
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

Spoiler:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Sadomasochism
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.


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

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


Spoiler:
Steal Soul
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.

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

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


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

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


Armors
Spoiler:
Greater Bolstering Armor
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Dread Helm
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Kazavon's Shield
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Mantle of Faith
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.

Spoiler:
Mantle of Life
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

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

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


Spoiler:
Whisper of the First Lie
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.

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

Spoiler:
Blue War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Third Eye
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.

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

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

Spoiler:
Wolverine
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

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

Spoiler:
Zellara
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.

Blessings
Spoiler:
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

Spoiler:
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.

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

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

Spoiler:
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.

Hour Power: On your check, you may recharge a card to replace all d4s with d8s.

Current Hour:

The Locksmith:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/Iceman91:
Spoiler:
Hourglass Card 1 Meligaster/Iceman91
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 2 Grenek/NathanDavis:
Spoiler:
Hourglass Card 2 Grenek/NathanDavis
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 3 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 3 Adowyn/Hawkmoon
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.
Hourglass Card 4 Raz/Gimry:
Spoiler:
Hourglass Card 4 Raz/Gimry
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hourglass Card 5 Meligaster/Iceman91:
Spoiler:
Hourglass Card 5 Meligaster/Iceman91
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 6 Grenek/NathanDavis:
Spoiler:
Hourglass Card 6 Grenek/NathanDavis
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hourglass Card 7 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 7 Adowyn/Hawkmoon
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 8 Raz/Gimry:
Spoiler:
Hourglass Card 8 Raz/Gimry
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 9 Meligaster/Iceman91:
Spoiler:
Hourglass Card 9 Meligaster/Iceman91
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 10 Grenek/NathanDavis:
Spoiler:
Hourglass Card 10 Grenek/NathanDavis
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 11 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 11 Adowyn/Hawkmoon
The Desert
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.
Hourglass Card 12 Raz/Gimry:
Spoiler:
Hourglass Card 12 Raz/Gimry
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 13 Meligaster/Iceman91:
Spoiler:
Hourglass Card 13 Meligaster/Iceman91
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 14 Grenek/NathanDavis:
Spoiler:
Hourglass Card 14 Grenek/NathanDavis
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 15 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 15 Adowyn/Hawkmoon
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 16 Raz/Gimry:
Spoiler:
Hourglass Card 16 Raz/Gimry
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.
Hourglass Card 17 Meligaster/Iceman91:
Spoiler:
Hourglass Card 17 Meligaster/Iceman91
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 18 Grenek/NathanDavis:
Spoiler:
Hourglass Card 18 Grenek/NathanDavis
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 19 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 19 Adowyn/Hawkmoon
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 20 Raz/Gimry:
Spoiler:
Hourglass Card 20 Raz/Gimry
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 21 Meligaster/Iceman91:
Spoiler:
Hourglass Card 21 Meligaster/Iceman91
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 22 Grenek/NathanDavis:
Spoiler:
Hourglass Card 22 Grenek/NathanDavis
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 23 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 23 Adowyn/Hawkmoon
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 24 Raz/Gimry:
Spoiler:
Hourglass Card 24 Raz/Gimry
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 25 Meligaster/Iceman91:
Spoiler:
Hourglass Card 25 Meligaster/Iceman91
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 26 Grenek/NathanDavis:
Spoiler:
Hourglass Card 26 Grenek/NathanDavis
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 27 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 27 Adowyn/Hawkmoon
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 28 Raz/Gimry:
Spoiler:
Hourglass Card 28 Raz/Gimry
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 29 Meligaster/Iceman91:
Spoiler:
Hourglass Card 29 Meligaster/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.

Location #1: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raz/Gimry, None

Cliff Card 1:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Cliff Card 2:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Cliff Card 3:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Cliff Card 4:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Cliff Card 5:
Shining Child
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Cliff Card 6:
Ukwar Axe
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
Cliff Card 7:
Wraith
Core
Story Bane 2
Type: Monster
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##
OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Location #2: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Meligaster/Iceman91, None
Slaughterhouse Card 1:
Guardian Bow
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Slaughterhouse Card 2:
Sentinel Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Slaughterhouse Card 3:
Landshark Whelp
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.

DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

Slaughterhouse Card 4:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Slaughterhouse Card 5:
Asyra
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Slaughterhouse Card 6:
Mobogo
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
Slaughterhouse Card 7:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Location #3: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Grenek/NathanDavis, None
Tenement Card 1:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Tenement Card 2:
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Tenement Card 3:
Venster Arabasti
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Tenement Card 4:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tenement Card 5:
Staff of Greater Healing
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
Tenement Card 6:
Commander's Falchion
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Tenement Card 7:
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.

Location #4: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Adowyn/Hawkmoon, None
Alley Card 1:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Alley Card 2:
Meteor Swarm
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

Alley Card 3:
Locked Door
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Alley Card 4:
Pegg and Louie
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Alley Card 5:
Ring of Energy Resistance
CotCT
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
Alley Card 6:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Alley Card 7:
Formian Myrmidon
CotCT
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

Location #5: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Ossuary Card 1:
Scarlet Walker
CotCT
Monster 6
Traits:
Outsider
Sorcerer
To Defeat:
Combat 27
OR Arcane
Divine 14
Immune to Acid, Cold, and Poison.
Resistant to Attack.
Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
Ossuary Card 2:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Ossuary Card 3:
Major Harrowing
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.

Ossuary Card 4:
Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Ossuary Card 5:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Ossuary Card 6:
Zombie
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Ossuary Card 7:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

========================
Raz starts her turn.
Hour: The Locksmith
Hour Power:On your check, you may recharge a card to replace all d4s with d8s.
Location: Tenement
Location Power:On your check to acquire an ally, you may bury a boon to add 1d8.
Adventure Powers:

  • CONFUSING: After your reset, shuffle a random card into your deck.

    Start at Tenement. Recharge Tweet for scenario power

    Ghast:

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

    Grenek needs to do a Con 6 or become exhausted

    Constitution 6: 1d6 + 1d6 + 2 ⇒ (2) + (3) + 2 = 7

    Roll Details:

    Constitution - 1d6
    Divine Aid - 1d6+2

    Recharge Valyrie for Divine Aid

    Combat 25(13+12): 1d8 + 5 + 1d8 + 2 + 2 + 1d8 + 1d6 + 2 ⇒ (4) + 5 + (1) + 2 + 2 + (3) + (5) + 2 = 24

    Roll Details:

    Combat(Melee) - 1d8+5
    Frost Lance +2 - 1d8+2
    Ebon Thorn - 2
    Blessed - 1d8
    Divine Aid - 1d6+2

    Recharge Goliath for Divine Aid
    Paizo reroll a d8

    Combat 25(13+12): 4 + 5 + 1d8 + 2 + 2 + 3 + 5 + 2 ⇒ 4 + 5 + (1) + 2 + 2 + 3 + 5 + 2 = 24

    Fine Recharge the lance to reroll!
    Combat 25(13+12): 1d8 + 5 + 1d8 + 2 + 2 + 1d8 + 1d6 + 2 ⇒ (2) + 5 + (4) + 2 + 2 + (5) + (3) + 2 = 25

    Confusing: 1d5 ⇒ 3
    Recharge Ebon Thorn

    Raz wrote:

    Hand: Shocking Lance +1, Mass Cure, Staff of Greater Healing, Pawbringer X (Retriever),

    Displayed: Soul Shard,
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Tenement
    Hero Points: 3
    NOTES:
    Other: Dice Re-Roll Used for 6-A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Earthbreaker (Core), Black Pearl (Warhorse), Blessing of Shizuru, Mountain Pattern Armor, Grappler's Mask, Duke of Tozus (Retriever), Blessing of Tsukiyo, Shieldsplitter Lance, Eagle Knight Dress Uniform, Blessing of the Samurai(3), Frost Lance +2
    Recharged: Tweet (Hatchetbird), Valkyrie (Pegasus), Goliath (Mighty Steed), Frost Lance +2 (2), Ebon Thorn,
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☑ +1) (☑ +2). If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    End of Turn Summary
    Cleared the top card of the Tenement
    Grenek needs to do a Con 6 or become exhausted


  • During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
    When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
    When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
    To win, corner and defeat the villain Azuretzi.

    Additional Rules:

    Evidence:

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

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

    CONFUSING: After your reset, shuffle a random card into your deck.

    Danger:

    Plague Zombie:

    Story Bane
    Traits:
    Disease
    Undead
    Veteran
    Zombie

    To Defeat:
    Combat 10THEN
    Combat 11+##

    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 2, Meligaster/Iceman91

    Random Cards:

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

    Spoiler:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Spoiler:
    Emperor Scorpion
    CotCT
    Monster 4
    Traits:
    Trigger
    Vermin
    Veteran
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.

    Spoiler:
    Baykok
    CotCT
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 21
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

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

    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

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

    Spoiler:
    Obsession of Servitude
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, move to a random location.
    * Evade boons you encounter.
    * You may not play boons except during encounters with banes.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.

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

    Weapons
    Spoiler:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

    Spoiler:
    Dancing Dagger
    CotCT
    Weapon 6
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 17
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
    On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

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

    Spoiler:
    Banudor
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

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

    Spoiler:
    Scrying
    CotCT
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceArcane 14
    OR WisdomDivine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.


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

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

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


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

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


    Armors
    Spoiler:
    Kazavon's Shield
    CotCT
    Armor 6
    Traits:
    Loot
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Angelic Armor
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Loot
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    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.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Spoiler:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Items
    Spoiler:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


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

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


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

    Spoiler:
    Staff of Greater Necromancy
    CotCT
    Item 6
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 12
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

    Spoiler:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

    Allies
    Spoiler:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

    Spoiler:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Spoiler:
    Aerilaya
    CotCT
    Ally 5
    Traits:
    Banshee
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Weapon 0
    Display. While displayed:
    * On local combat or Constitution checks, add 1d6.
    * At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.

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

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

    Blessings
    Spoiler:
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

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

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

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

    Spoiler:
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.

    Hour Power: After your first exploration of your turn, you may discard a card to explore.

    Current Hour:

    The Teamster:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 1 Grenek/NathanDavis
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 2 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 2 Adowyn/Hawkmoon
    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.
    Hourglass Card 3 Raz/Gimry:
    Spoiler:
    Hourglass Card 3 Raz/Gimry
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 4 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 4 Meligaster/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 5 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 5 Grenek/NathanDavis
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 6 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 6 Adowyn/Hawkmoon
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 7 Raz/Gimry:
    Spoiler:
    Hourglass Card 7 Raz/Gimry
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 8 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 8 Meligaster/Iceman91
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 9 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 9 Grenek/NathanDavis
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 10 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 10 Adowyn/Hawkmoon
    The Desert
    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.
    Hourglass Card 11 Raz/Gimry:
    Spoiler:
    Hourglass Card 11 Raz/Gimry
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 12 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 12 Meligaster/Iceman91
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 13 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 13 Grenek/NathanDavis
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 14 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 14 Adowyn/Hawkmoon
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 15 Raz/Gimry:
    Spoiler:
    Hourglass Card 15 Raz/Gimry
    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.
    Hourglass Card 16 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 16 Meligaster/Iceman91
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 17 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 17 Grenek/NathanDavis
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 18 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 18 Adowyn/Hawkmoon
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 19 Raz/Gimry:
    Spoiler:
    Hourglass Card 19 Raz/Gimry
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 20 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 20 Meligaster/Iceman91
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 21 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 21 Grenek/NathanDavis
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 22 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 22 Adowyn/Hawkmoon
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 23 Raz/Gimry:
    Spoiler:
    Hourglass Card 23 Raz/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 24 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 24 Meligaster/Iceman91
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 25 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 25 Grenek/NathanDavis
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 26 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 26 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 27 Raz/Gimry:
    Spoiler:
    Hourglass Card 27 Raz/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 28 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 28 Meligaster/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Location #1: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cliff Card 1:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
    Cliff Card 2:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Cliff Card 3:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Cliff Card 4:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Cliff Card 5:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Cliff Card 6:
    Ukwar Axe
    CotCT
    Weapon 6
    Traits:
    Axe
    Loot
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
    Cliff Card 7:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Incorporeal
    Undead
    Veteran
    Wraith
    To Defeat:
    Combat 13+##
    OR Divine 8+#
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Location #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Meligaster/Iceman91, None
    Slaughterhouse Card 1:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 2:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
    Slaughterhouse Card 3:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Slaughterhouse Card 4:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Slaughterhouse Card 5:
    Asyra
    CotCT
    Ally 5
    Traits:
    Arcane
    Eidolon
    Outsider
    Promo
    To Acquire:
    Arcane
    Divine 13
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
    Slaughterhouse Card 6:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.
    Slaughterhouse Card 7:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Location #3: Tenement
    Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Raz/Gimry, Grenek/NathanDavis, None
    Tenement Card 1:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.
    Tenement Card 2:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.
    Tenement Card 3:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tenement Card 4:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
    Tenement Card 5:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Tenement Card 6:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Location #4: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/Hawkmoon, None
    Alley Card 1:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
    Alley Card 2:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

    Alley Card 3:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Alley Card 4:
    Pegg and Louie
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Wisdom
    Survival 13
    OR Suffer The Scourge Frightened 0
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
    Alley Card 5:
    Ring of Energy Resistance
    CotCT
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
    Alley Card 6:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Alley Card 7:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ossuary Card 1:
    Scarlet Walker
    CotCT
    Monster 6
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 27
    OR Arcane
    Divine 14
    Immune to Acid, Cold, and Poison.
    Resistant to Attack.
    Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
    Ossuary Card 2:
    Sawtooth Saber
    CotCT
    Weapon 3
    Traits:
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    Veteran
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
    Ossuary Card 3:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.

    Ossuary Card 4:
    Vortex of Madness
    CotCT
    Barrier 4
    Traits:
    Curse
    Trigger
    To Defeat:
    Intelligence
    Perception 11
    OR Wisdom
    Divine 13
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
    Ossuary Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ossuary Card 6:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Ossuary Card 7:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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


    Deck Handler

    Mel's turn
    Hour of the Teamster
    After your first exploration of your turn, you may discard a card to explore.

    Move to Tenement
    On your check to acquire an ally, you may bury a boon to add 1d8.

    Cast Scrying for Ally: Eternal Glyphs (barrier, no trigger), Venster Arabasti (ally 6, woot!), Evidence (trigger!)

    Encounter Evidence
    Cast Create Mindscape, reveal Fate-reader Lenses, Helping Hands: reveal Scholar, trigger bonus
    Perception 10+6=16: 1d8 + 2 + 1d4 + 1d10 + 1d4 + 1d8 ⇒ (8) + 2 + (4) + (7) + (1) + (1) = 23 Success - displayed by scenario

    Put Venster on top, shuffle rest of location.

    Free explore of #1: Venster Arabasti
    Helping Hands: reveal Scholar, Mindbender, trigger Mindscape
    Diplomacy 14: 1d12 + 6 + 1d4 + 2 + 1d4 ⇒ (6) + 6 + (3) + 2 + (4) = 21 Success

    Discard Venster to draw The Teamster.
    Hour reverts to The Locksmith
    On your check, you may recharge a card to replace all d4s with d8s.

    Discard The Lady of Mysteries to:
    ◇ Draw 3 (The Peacock, Disintegrate, Tome of Origami Animals)
    ◇ Recharge 3 (Fate-reader Lenses, Disintegrate, The Teamster)
    ◇ Explore 1,4,5,6: 1d4 ⇒ 3 #5: Commander's Falchion
    Helping Hands: reveal Scholar, trigger Mindscape
    Cha 15: 1d12 + 4 + 1d4 + 1d4 ⇒ (10) + 4 + (4) + (3) = 21 Success

    Banish Tome to draw three animal/vermin allies: Wolverine, Firepelt Cougar, Hippogriff

    Discard Wolverine to explore 1,4,6: 1d3 ⇒ 2 #4: Staff of Greater Healing
    Friends in low places: Banish Wolverine to recharge my good friend Andachi
    Recharge The Peacock, Helping hands: Reveal Hippogriff, trigger Mindscape, recharge Falchion for hour power

    Wis 14: 1d8 + 1d8 + 1d8 + 1d8 ⇒ (4) + (2) + (8) + (7) = 21 Success

    Discard Firepelt Cougar to explore 1,6: 1d2 ⇒ 2 #6: Asmodeus's Tyranny
    Friends in low places: Banish Firepelt Cougar to recharge Aerilaya
    Helping hands: Reveal Hippogriff, trigger Mindscape

    Diplomacy 12: 1d12 + 6 + 1d4 + 1d4 ⇒ (3) + 6 + (2) + (3) = 14 Success

    Discard Tyranny to explore #1: Eternal Glyphs
    Helping hands: Reveal Hippogriff, trigger Mindscape, recharge Staff for hour power
    Int 13: 1d8 + 1 + 1d8 + 1d8 ⇒ (7) + 1 + (5) + (2) = 15 Success

    Close location: Bury Hippogriff
    WPC: Ignore

    Move wherever Raz and Grenek are headed.

    End turn
    Recover Scrying, revealing Scholar: Arcane 12: 1d12 + 5 + 1 ⇒ (9) + 5 + 1 = 15
    Recover Create Mindscape, revealing Scholar: Arcane 12: 1d12 + 5 + 1 ⇒ (1) + 5 + 1 = 7

    Meligaster wrote:

    Hand: Death's Touch, Headband of Mental Superiority, Acadamae Scholar, Mindblade, Acadamae Student, Fortune-teller, The First,

    Displayed: Mind Crystal,
    Deck: 15 Discard: 4 Buried: 1
    Hero Points: 4
    Used Accessory Reroll: N
    NOTES:
    Available Support: Student and The First are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Pious Healer, Hellknight Plate, Valet, Chain Lightning (Core)
    Recharged: Sage, Fate-reader Lenses, Disintegrate (Core), The Teamster, Andachi, The Peacock, Commander's Falchion, Aerilaya, Staff of Greater Healing, Scrying,
    Discard Pile: Venster Arabasti, The Lady of Mysteries, Asmodeus's Tyranny, Create Mindscape,
    Buried Pile: Hippogriff,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Int +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +1
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Arcane, Mental
    POWERS:
    For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
    On your first (☑ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
    On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
    ☑ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
    □ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


    Deck Handler

    Forgot Confusing. After reset, shuffle Scholar into deck.

    Meligaster wrote:

    Hand: Death's Touch, Headband of Mental Superiority, Mindblade, Acadamae Student, Fortune-teller, The First,

    Displayed: Mind Crystal,
    Deck: 16 Discard: 4 Buried: 1
    Hero Points: 4
    Used Accessory Reroll: N
    NOTES:
    Available Support: Student and The First are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Disintegrate (Core), Staff of Greater Healing, Blessing of Abadar, Scrying, The Peacock, Andachi, Aerilaya, Chain Lightning (Core), The Teamster, Fate-reader Lenses, Sage, Valet, Hellknight Plate, Pious Healer, Acadamae Scholar, Commander's Falchion
    Recharged:
    Discard Pile: Venster Arabasti, The Lady of Mysteries, Asmodeus's Tyranny, Create Mindscape,
    Buried Pile: Hippogriff,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Int +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +1
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Arcane, Mental
    POWERS:
    For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
    On your first (☑ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
    On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
    ☑ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
    □ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


    Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

    Let's say for the sake of argument, we all moved to Alley

    Hour of The Publican

    Recharge Staff of Minor Healing to heal Meligaster 1 card


    Move to Ossuary
    Free explore and encounter Scarlet Walker
    BA Fortitude 12: 1d8 + 5 ⇒ (3) + 5 = 8 [ooc]No cards in discard. No effect.

    Discard Master of Masters. Don't call me bunny: Bury Master of Masters
    Arcane 14: 1d4 + 2d4 + 1d8 + 5 ⇒ (2) + (3, 1) + (7) + 5 = 18 Banished. Add Goblin Marker

    Discard (Hour recharges) Mighty Steed to move to Cliff. Explore and encounter Shoanti Barbarian Hide. Goblin Marker

    Fortitude 12: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12 Wow! Acquired!

    Display Shoanti Barbarian Hide and Red War Paint

    End of turn, return to the group (assuming their at Alley)

    After reset, Confusing: Recharge Cleaving Dogslicer +2

    Grenek strikes out on his own and wrestles a Scarlet Walker into pieces while it tries to do some arcane foolishness. He follows that up with ride along a ledge where he discover some smelly hides that fit perfectly.

    All painted and covered in furs, Grenek returns to his party, ready to borrow something from them.

    Grenek wrote:

    Hand: Thundering Earthbreaker, Dragonbane Greatsword, Drums of Panic, Hellknight of the Nail, Blessing of Lady Lastbreath 1,

    Displayed: Red War Paint, Shoanti Barbarian Hide,
    Deck: 13 Discard: 0 Buried: 1
    Current Location: with Raz (Alley)
    Hero Points: 6
    Goblin Marker: 1
    Product Reroll Unused
    NOTES:
    Available Support: Thundering Earthbreaker: Local Lock or Obstacle Barrier 1d12

    Drums of Panic: Local - Recharge all allies to evade monster. If no allies recharge a card.

    Hellknight of the Nail: Local combat check against a non-villain bane, add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Movement: Move where the most discards are (with the group)
    Other: Local Check Against Monster: Discard to add 1d4 Pierce.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Xoff, Lyrune-quah Moon Maiden, Improvised Monster, Lizard, Studded Leather Armor, Blessing of Lady Lastbreath 2, Ring of Immolation, Blessing of Venkelvore, Glamered Leather Armor
    Recharged: Rapier of Puncturing, Staff of Minor Healing, Mighty Steed, Cleaving Dogslicer +2,
    Discard Pile:
    Buried Pile: Master of Masters,

    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +0

    Rabbitpuncher
    Favored Card: Melee Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon
    POWERS:
    On your Strength check or your check against a monster (☑ or a bane), you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
    On a local check against a monster, you may discard (☐ or recharge) a card (☐ or remove a goblin marker from this card) to add 1d4 (☐ 1d6) (☐ 1d8) and the Piercing trait.
    At the end of your turn, you may move, any local Goblin characters may move with you. (☐ then you may examine the top card of your location, then you may move again).
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    ☑ On your non-combat Strength or non-combat Fortitude (☑ or combat) check, add the number of goblin markers on this card.
    ☐ Your hand size is increased by the number of goblin markers on this card.
    ☑☐☐ Fractured Memories: When you would suffer Mental damage, instead check a box that precedes this reward; if it is your turn, after the encounter, end your turn.



    Meligaster heals 1 card.
    Ossuary: Banished 1
    Cliff: Acquired 1


    Deck Handler

    Turn 4: The hour is The Wanderer
    When a local character fails to acquire a boon, you may bury a card to encounter it.

    Start of turn: Examine: Red Mantis Initiate

    With no weapons in hand, I think I'll move to Ossuary where I'm most likely to not find a monster.

    Reload Leryn to examine: Sawtooth Saber, Major Harrowing
    Switch the order

    Free exploration: Major Harrowing
    First exploration
    Divine 14: 1d8 + 6 + 1d6 ⇒ (6) + 6 + (4) = 16
    Success
    Acquired

    Display Major Harrowing

    Discard Elk to explore: Sawtooth Saber
    Acrobatics 13: 1d10 + 6 + 1d6 ⇒ (2) + 6 + (1) = 9

    Ending my turn.
    Revealing plants.

    Adowyn wrote:

    Hand: Aspect of the Bull, Balmberry Bush, Angelstep, Giant Raven, Archeaopteryx, Blessing of Ra, Blessing of Nivi Rhombodazzle, Leryn (Cohort),

    Displayed: Aspect of the Tiger, Major Harrowing,
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Alley
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: 7-99A Reroll: No

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Marksman's Bow, Blessing of the Green Faith, Skyrocket Crossbow, Blessing of Achaekek, Wolf, Belt of Teeth, Runewell's Echo, Aspect of the Monkey, Blessing of Milani, Hawkmoon Bow, Bestial Rags
    Recharged: Leryn (Ally),
    Discard Pile: Elk,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.


    Confusing: Aspect of the Bull


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
    When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
    When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
    To win, corner and defeat the villain Azuretzi.

    Additional Rules:

    Evidence:

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

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

    CONFUSING: After your reset, shuffle a random card into your deck.

    Evidence Displayed: 1

    Danger:

    Plague Zombie:

    Story Bane
    Traits:
    Disease
    Undead
    Veteran
    Zombie

    To Defeat:
    Combat 10THEN
    Combat 11+##

    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 5, Raz/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Spoiler:
    Skeletal Minotaur
    CotCT
    Monster 5
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 23
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.

    Spoiler:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Hordemaster
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.

    Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.


    Spoiler:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

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

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

    Spoiler:
    Obsession of Battle
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.

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

    Spoiler:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

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

    Spoiler:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spoiler:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

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

    Spells
    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

    Spoiler:
    Repulsion
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    Display. While displayed:
    * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.


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

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

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


    Spoiler:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

    Armors
    Spoiler:
    Kazavon's Shield
    CotCT
    Armor 6
    Traits:
    Loot
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    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.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Angelic Armor
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Loot
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Spoiler:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

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

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


    Spoiler:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

    Spoiler:
    Brooch of Protection
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Fortitude 10
    Display. While displayed:
    * When you suffer Combat or Force damage, reduce it by 1.
    * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
    * When this card has 6 markers, bury it.

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

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


    Spoiler:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


    Allies
    Spoiler:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

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

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

    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

    Blessings
    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

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

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

    Spoiler:
    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.

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

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

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 1 Meligaster/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 2 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 2 Grenek/NathanDavis
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 3 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 3 Adowyn/Hawkmoon
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 4 Raz/Gimry:
    Spoiler:
    Hourglass Card 4 Raz/Gimry
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 5 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 5 Meligaster/Iceman91
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 6 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 6 Grenek/NathanDavis
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 7 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 7 Adowyn/Hawkmoon
    The Desert
    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.
    Hourglass Card 8 Raz/Gimry:
    Spoiler:
    Hourglass Card 8 Raz/Gimry
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 9 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 9 Meligaster/Iceman91
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 10 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 10 Grenek/NathanDavis
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 11 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 11 Adowyn/Hawkmoon
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 12 Raz/Gimry:
    Spoiler:
    Hourglass Card 12 Raz/Gimry
    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.
    Hourglass Card 13 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 13 Meligaster/Iceman91
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 14 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 14 Grenek/NathanDavis
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 15 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 15 Adowyn/Hawkmoon
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 16 Raz/Gimry:
    Spoiler:
    Hourglass Card 16 Raz/Gimry
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 17 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 17 Meligaster/Iceman91
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 18 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 18 Grenek/NathanDavis
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 19 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 19 Adowyn/Hawkmoon
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 20 Raz/Gimry:
    Spoiler:
    Hourglass Card 20 Raz/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 21 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 21 Meligaster/Iceman91
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 22 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 22 Grenek/NathanDavis
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 23 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 23 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 24 Raz/Gimry:
    Spoiler:
    Hourglass Card 24 Raz/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 25 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 25 Meligaster/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Location #1: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cliff Card 1:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Cliff Card 2:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Cliff Card 3:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Cliff Card 4:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Cliff Card 5:
    Ukwar Axe
    CotCT
    Weapon 6
    Traits:
    Axe
    Loot
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
    Cliff Card 6:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Incorporeal
    Undead
    Veteran
    Wraith
    To Defeat:
    Combat 13+##
    OR Divine 8+#
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Location #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 2:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
    Slaughterhouse Card 3:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Slaughterhouse Card 4:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Slaughterhouse Card 5:
    Asyra
    CotCT
    Ally 5
    Traits:
    Arcane
    Eidolon
    Outsider
    Promo
    To Acquire:
    Arcane
    Divine 13
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
    Slaughterhouse Card 6:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.
    Slaughterhouse Card 7:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Location #4: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, Meligaster/Iceman91, Grenek/NathanDavis, None
    Alley Card 1 (Red Mantis Initiate):
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
    Alley Card 2:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

    Alley Card 3:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Alley Card 4:
    Pegg and Louie
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Wisdom
    Survival 13
    OR Suffer The Scourge Frightened 0
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
    Alley Card 5:
    Ring of Energy Resistance
    CotCT
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
    Alley Card 6:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Alley Card 7:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/Hawkmoon, Major Harrowing (Charisma)
    Ossuary Card 1:
    Vortex of Madness
    CotCT
    Barrier 4
    Traits:
    Curse
    Trigger
    To Defeat:
    Intelligence
    Perception 11
    OR Wisdom
    Divine 13
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
    Ossuary Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ossuary Card 3:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Ossuary Card 4:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    ========================
    Raz starts her turn.
    Hour: The Liar
    Hour Power:At the start of your check, the difficulty is increased by the number of allies in your hand.
    Location: Tenement
    Location Power:On your check to acquire an ally, you may bury a boon to add 1d8.
    Adventure Powers:

  • CONFUSING: After your reset, shuffle a random card into your deck.

    Start of turn, heal Mel for 1 with Staff of Greater Healing

    Leave the initiate to someone else, I'll move to the Slaughterhouse.

    Guardian Bow:

    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Diplomacy 16(15+1): 1d10 + 5 + 1d10 ⇒ (1) + 5 + (10) = 16

    Roll Details:

    Diplomacy - 1d10+5
    Blessed - 1d10

    Use Adowyn's Nivi or Ra to bless
    I mean I needed an average roll, so a 1 and 10 will work!

    Though Adowyn spied the Red Mantis Initiate lying in wait, their location was made any sort of frontal assault difficult. Not wanting to risk a full scale assault, I decide to head off to the Slaughterhouse. On the way there, I find a merchant willing to part with an amazing bow. After some heated discussion that caused poor Pawbringer to become very angry with the man, we finally settle on a price and I continue on my way.

    Confusing: 1d4 ⇒ 3 => Recharge Mass Cure

    "

    Raz wrote:

    Hand: Shocking Lance +1, Guardian Bow, Staff of Greater Healing, Pawbringer X (Retriever),

    Displayed: Soul Shard,
    Deck: 17 Discard: 0 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 3
    NOTES:
    Other: Dice Re-Roll Used for 6-A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Samurai(3), Blessing of Tsukiyo, Duke of Tozus (Retriever), Grappler's Mask, Mountain Pattern Armor, Black Pearl (Warhorse), Frost Lance +2, Shieldsplitter Lance, Blessing of Shizuru, Eagle Knight Dress Uniform, Earthbreaker (Core)
    Recharged: Tweet (Hatchetbird), Valkyrie (Pegasus), Goliath (Mighty Steed), Frost Lance +2 (2), Ebon Thorn, Mass Cure,
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☑ +1) (☑ +2). If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "

    End of Turn Summary
    Heal Mel for 1
    Acquired Top Card of Slaughterhouse
    Use Adowyn's Nivi or Ra to bless


  • During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
    When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
    When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
    To win, corner and defeat the villain Azuretzi.

    Additional Rules:

    Evidence:

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

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

    CONFUSING: After your reset, shuffle a random card into your deck.

    Evidence Displayed: 1

    Danger:

    Plague Zombie:

    Story Bane
    Traits:
    Disease
    Undead
    Veteran
    Zombie

    To Defeat:
    Combat 10THEN
    Combat 11+##

    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 6, Meligaster/Iceman91

    Random Cards:

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

    Spoiler:
    Yzahnum the Efreeti
    CotCT
    Monster 6
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 23
    Before acting, roll 1d6.
    1-2. This monster is evaded; add the new location Twisting Passages and move to it.
    3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5-6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

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

    Spoiler:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Barriers
    Spoiler:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit
    2. Cultist
    3. Rescue
    4. Thug

    For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.


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

    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Spoiler:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.

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

    Weapons
    Spoiler:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

    Spoiler:
    Banudor
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

    Spoiler:
    Serithtial
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Finesse
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 19
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.

    Spoiler:
    Keen Spiked Chain
    CotCT
    Weapon 5
    Traits:
    2-Handed
    Chain
    Finesse
    Magic
    Melee
    Piercing
    To Acquire:
    Strength
    Acrobatics
    Melee 15
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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


    Spoiler:
    Corrosive Storm
    CotCT
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 13
    Freely display. While displayed:
    * On combat checks, add 2d6 and the Acid trait.
    * At the end of the turn, banish; each other character suffers 1 Acid damage.

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


    Spoiler:
    Icy Prison
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

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


    Spoiler:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.


    Spoiler:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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


    Armors
    Spoiler:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    Spoiler:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

    Spoiler:
    Kazavon's Shield
    CotCT
    Armor 6
    Traits:
    Loot
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

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


    Spoiler:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.

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

    Spoiler:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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

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


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

    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

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

    Blessings
    Spoiler:
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Spoiler:
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

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

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

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

    Hour Power: On your check against a spell, add 1d4.

    Current Hour:

    Nethys's Duality:
    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.

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 1 Grenek/NathanDavis
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 2 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 2 Adowyn/Hawkmoon
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 3 Raz/Gimry:
    Spoiler:
    Hourglass Card 3 Raz/Gimry
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 4 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 4 Meligaster/Iceman91
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 5 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 5 Grenek/NathanDavis
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 6 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 6 Adowyn/Hawkmoon
    The Desert
    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.
    Hourglass Card 7 Raz/Gimry:
    Spoiler:
    Hourglass Card 7 Raz/Gimry
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 8 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 8 Meligaster/Iceman91
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 9 Grenek/NathanDavis
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 10 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 10 Adowyn/Hawkmoon
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 11 Raz/Gimry:
    Spoiler:
    Hourglass Card 11 Raz/Gimry
    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.
    Hourglass Card 12 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 12 Meligaster/Iceman91
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 13 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 13 Grenek/NathanDavis
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 14 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 14 Adowyn/Hawkmoon
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 15 Raz/Gimry:
    Spoiler:
    Hourglass Card 15 Raz/Gimry
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 16 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 16 Meligaster/Iceman91
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 17 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 17 Grenek/NathanDavis
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 18 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 18 Adowyn/Hawkmoon
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 19 Raz/Gimry:
    Spoiler:
    Hourglass Card 19 Raz/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 20 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 20 Meligaster/Iceman91
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 21 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 21 Grenek/NathanDavis
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 22 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 22 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 23 Raz/Gimry:
    Spoiler:
    Hourglass Card 23 Raz/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 24 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 24 Meligaster/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Location #1: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cliff Card 1:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Cliff Card 2:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Cliff Card 3:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Cliff Card 4:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Cliff Card 5:
    Ukwar Axe
    CotCT
    Weapon 6
    Traits:
    Axe
    Loot
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
    Cliff Card 6:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Incorporeal
    Undead
    Veteran
    Wraith
    To Defeat:
    Combat 13+##
    OR Divine 8+#
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Location #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, None
    Slaughterhouse Card 1:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
    Slaughterhouse Card 2:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Slaughterhouse Card 3:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Slaughterhouse Card 4:
    Asyra
    CotCT
    Ally 5
    Traits:
    Arcane
    Eidolon
    Outsider
    Promo
    To Acquire:
    Arcane
    Divine 13
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
    Slaughterhouse Card 5:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.
    Slaughterhouse Card 6:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Location #4: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Meligaster/Iceman91, Grenek/NathanDavis, None
    Alley Card 1 (Red Mantis Initiate):
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
    Alley Card 2:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

    Alley Card 3:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Alley Card 4:
    Pegg and Louie
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Wisdom
    Survival 13
    OR Suffer The Scourge Frightened 0
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
    Alley Card 5:
    Ring of Energy Resistance
    CotCT
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
    Alley Card 6:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Alley Card 7:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/Hawkmoon, Major Harrowing (Charisma)
    Ossuary Card 1:
    Vortex of Madness
    CotCT
    Barrier 4
    Traits:
    Curse
    Trigger
    To Defeat:
    Intelligence
    Perception 11
    OR Wisdom
    Divine 13
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
    Ossuary Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ossuary Card 3:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Ossuary Card 4:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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


    Deck Handler

    Off-turn: heal 1 (Asmodeus's Tyranny) then heal 1 again (The Lady of Mysteries)

    Mel's turn
    Hour of Nethys's Duality (not harrow)
    On your check against a spell, add 1d4.

    Move to Ossuary
    On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

    Recharge Fortune-teller and call bane (3 out of 4): Vortex of Madness (trigger!)
    Encounter either way...
    Helping hands: reveal Student, reveal Headband
    Perception 11: 1d8 + 3 + 1d4 + 1d4 ⇒ (2) + 3 + (1) + (4) = 10 Mind Crystal rerolls the d8
    Perception 11: 1d8 + 3 + 1 + 4 ⇒ (8) + 3 + 1 + 4 = 16 Success

    Free explore of #2: Evidence
    Helping hands: reveal Student, reveal Headband, recharge The First (only adds d4)
    Perception 10+6=16: 1d8 + 3 + 1d4 + 1d4 + 1d4 ⇒ (2) + 3 + (2) + (3) + (2) = 12 Mind Crystal rerolls the d8
    Perception 16: 1d8 + 3 + 2 + 3 + 2 ⇒ (7) + 3 + 2 + 3 + 2 = 17 Success
    That makes two!

    Close location: Summon and encounter Ancient Skeleton
    BA: Discard Mindblade for the 1 combat damage.
    Cast Death's Touch, Helping hands: reveal Student, reveal Headband, Mindbender, trigger Major Harrowing
    Combat 11+6+6=23: 1d12 + 5 + 3d6 + 3 + 1d4 + 1d4 + 2 + 1d4 ⇒ (11) + 5 + (4, 5, 6) + 3 + (1) + (1) + 2 + (1) = 39 No kill like overkill

    WPC: Swap Hippogriff for Mindblade

    Move to Alley

    End turn
    Recover Death's Touch, revealing Headband, plus Hour: Arcane 13: 1d12 + 5 + 1d4 + 1d4 ⇒ (9) + 5 + (2) + (2) = 18

    Meligaster wrote:

    Hand: Chain Lightning (Core), Scrying, Headband of Mental Superiority, Staff of Greater Healing, Acadamae Student, Acadamae Scholar, Blessing of Abadar,

    Displayed: Mind Crystal,
    Deck: 16 Discard: 3 Buried: 1
    Hero Points: 4
    Used Accessory Reroll: N
    NOTES:
    Available Support: Scrying, Student, and Abadar are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Teamster, The Lady of Mysteries, Pious Healer, Asmodeus's Tyranny, Valet, Commander's Falchion, Sage, Fate-reader Lenses, Hellknight Plate, Aerilaya, Andachi, The Peacock, Disintegrate (Core)
    Recharged: Fortune-teller, The First, Death's Touch,
    Discard Pile: Venster Arabasti, Create Mindscape, Hippogriff,
    Buried Pile: Mindblade,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Int +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +1
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Arcane, Mental
    POWERS:
    For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
    On your first (☑ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
    On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
    ☑ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
    □ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


    Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

    Off turn: Putting Adowyn at Cliff unless there's reason to do otherwise.

    Hour of The Empty Throne

    Give Card to Meligaster: Drums of Panic
    Instead of move step, recharge Blessing of Lady Lastbreath 1 to draw Hippogriff from Meligaster's discard pile, then move to Slaughterhouse


    Free explore and encounter Sentinel Devil
    Reveal and discard Dragonbane Greatsword. Don't call be bunny: Bury Dragonbane Greatsword. Goblin Marker.

    Combat 23: 1d10 + 2 + 1d12 + 2 + 1d10 + 1d8 + 5 + 1 ⇒ (3) + 2 + (12) + 2 + (5) + (4) + 5 + 1 = 34 Banished. Add Goblin Marker. Gain Wounded. Location Power: Discard Hellknight of the Nail.

    Discard Hippogriff to move to Cliff then explore and encounter Evoker. It's a monster, recharge instead.

    What kind of Evoker?: 1d6 ⇒ 6 Poison. If only it where cold, electricity or fire.
    Local damage 1G,2A: 1d2 ⇒ 1 Discard Thundering Earthbreaker. Empty hand, discard Red War Paint
    Don't Call Me Bunny: Bury Thundering Earthbreaker. Discard Blessing of Abadar Goblin Markers
    Combat 10+12: 1d10 + 2 + 1d8 + 5 + 1d10 + 2 ⇒ (6) + 2 + (3) + 5 + (7) + 2 = 25
    AA Damage: 1d6 ⇒ 3 No hand left. Banished! Add Goblin Marker

    Ask Adowyn to Balmberry Bush. Remove Wounded and heal Hellknight of the Nail]


    End of turn move back to Alley

    Grenek cuts down a lurking devil then rides a hippogriff straight into a poisoncaster. The poison eats away at everything Greneks got, but he eats the salty thing anyway.

    Fortunately Adowyn is nearby with berries.

    Grenek wrote:

    Hand: Improvised Monster, Rapier of Puncturing, Staff of Minor Healing, Hellknight of the Nail, Hippogriff, Blessing of Lady Lastbreath 2,

    Displayed:
    Deck: 11 Discard: 1 Buried: 3
    Current Location: Alley
    Hero Points: 6
    Goblin Marker: 3
    Product Reroll Unused
    NOTES:
    Available Support: Hellknight of the Nail: Local combat check against a non-villain bane, add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Movement: Move where the most discards are (with the group)
    Other: Local Check Against Monster: Discard to add 1d4 Pierce.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Glamered Leather Armor, Cleaving Dogslicer +2, Blessing of Lady Lastbreath 1, Studded Leather Armor, Blessing of Venkelvore, Mighty Steed, Shoanti Barbarian Hide, Xoff, Lyrune-quah Moon Maiden, Lizard, Ring of Immolation
    Recharged:
    Discard Pile: Red War Paint,
    Buried Pile: Master of Masters, Dragonbane Greatsword, Thundering Earthbreaker,

    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +0

    Rabbitpuncher
    Favored Card: Melee Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon
    POWERS:
    On your Strength check or your check against a monster (☑ or a bane), you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
    On a local check against a monster, you may discard (☐ or recharge) a card (☐ or remove a goblin marker from this card) to add 1d4 (☐ 1d6) (☐ 1d8) and the Piercing trait.
    At the end of your turn, you may move, any local Goblin characters may move with you. (☐ then you may examine the top card of your location, then you may move again).
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    ☑ On your non-combat Strength or non-combat Fortitude (☑ or combat) check, add the number of goblin markers on this card.
    ☐ Your hand size is increased by the number of goblin markers on this card.
    ☑☐☐ Fractured Memories: When you would suffer Mental damage, instead check a box that precedes this reward; if it is your turn, after the encounter, end your turn.


    Meligaster: is given Drums of Panic. Hippogriff stolen from discard pile. Discard Blessing of Abadar
    Adowyn: Moved to Cliff. Uses Balmberry Bush on Grenek and self
    Slaugherhouse: 1 Banished
    Cliff: 1 Banished


    The biggest clue, it turns out, was in your hands all along. The statuette’s snakelike body isn’t its natural form. The artifact has been altered, and its new likeness hints at who might have done the altering: extraplanar creatures called proteans. Masters of disorder and champions of chaos, proteans seek to undermine reality. A powerful protean has influenced the artifact you claimed, pulling on your recent connection with it and afflicting you with a strange reversal of time. To undo this effect, you’ll need to find and stop the protean.

    If there’s a powerful protean at work in Kaer Maga, your best bet to learn more is at a magical research academy called The Wheel Unbroken...unless the lore-hungry arcanists of The Wheel Unbroken themselves are in league with the protean. Well, even then, it’s still your best bet.


    Deck Handler

    Fail recovery of Major Harrowing and discard it.
    Balmberry heals Elk for me
    Recovery of Balmberry
    Surival 7: 1d8 + 5 ⇒ (2) + 5 = 7
    Success
    Recharged


    Deck Handler

    Turn 6: The hour is The Foreign Trader
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    Start of turn: Examine: Ogre

    Move to Slaughterhouse

    Reload Leryn to examine: Landshark Whelp, Proxy B-Wight
    Leave the order

    Free exploration: Landshark Whelp
    Survival 9: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (2) = 15
    Success
    Acquired

    Recharge Archeaopteryx to examine Leryn and draw Leryn.
    Display Leryn

    End my turn.

    Adowyn wrote:

    Hand: Aspect of the Bull, Angelstep, Giant Raven, Landshark Whelp, Blessing of Nivi Rhombodazzle, Blessing of Milani,

    Displayed: Aspect of the Tiger, Leryn (Cohort),
    Deck: 14 Discard: 2 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: 7-99A Reroll: No

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Belt of Teeth, Blessing of Achaekek, Hawkmoon Bow, Leryn (Ally), Runewell's Echo, Blessing of the Green Faith, Bestial Rags, Aspect of the Monkey, Elk, Wolf, Skyrocket Crossbow, Marksman's Bow
    Recharged: Balmberry Bush, Archeaopteryx,
    Discard Pile: Blessing of Ra, Major Harrowing,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
    When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
    When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
    To win, corner and defeat the villain Azuretzi.

    Additional Rules:

    Evidence-Proxy A:

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

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

    Evidence Displayed: 2

    Danger:

    Plague Zombie:

    Story Bane
    Traits:
    Disease
    Undead
    Veteran
    Zombie

    To Defeat:
    Combat 10THEN
    Combat 11+##

    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 9, Raz/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Toad Demon
    CotCT
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 28
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Spoiler:
    Yzahnum the Efreeti
    CotCT
    Monster 6
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 23
    Before acting, roll 1d6.
    1-2. This monster is evaded; add the new location Twisting Passages and move to it.
    3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5-6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.

    Spoiler:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

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

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

    Spoiler:
    Curse of the Worm
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Knowledge 14
    OR Wisdom
    Divine 12
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.

    Spoiler:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

    Spoiler:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.

    Weapons
    Spoiler:
    Sawtooth Saber
    CotCT
    Weapon 3
    Traits:
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    Veteran
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

    Spoiler:
    Dancing Dagger
    CotCT
    Weapon 6
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 17
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
    On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

    Spoiler:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

    Spoiler:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

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

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


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

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


    Spoiler:
    Corrosive Storm
    CotCT
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 13
    Freely display. While displayed:
    * On combat checks, add 2d6 and the Acid trait.
    * At the end of the turn, banish; each other character suffers 1 Acid damage.

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


    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

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

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


    Armors
    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    Spoiler:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

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

    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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


    Spoiler:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


    Spoiler:
    Staff of Greater Necromancy
    CotCT
    Item 6
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 12
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

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

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


    Spoiler:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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

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

    Spoiler:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.

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

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

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

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

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

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

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

    Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.

    Current Hour:

    The Tangled Briar:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 1 Meligaster/Iceman91
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 2 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 2 Grenek/NathanDavis
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 3 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 3 Adowyn/Hawkmoon
    The Desert
    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.
    Hourglass Card 4 Raz/Gimry:
    Spoiler:
    Hourglass Card 4 Raz/Gimry
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 5 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 5 Meligaster/Iceman91
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 6 Grenek/NathanDavis
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 7 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 7 Adowyn/Hawkmoon
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 8 Raz/Gimry:
    Spoiler:
    Hourglass Card 8 Raz/Gimry
    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.
    Hourglass Card 9 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 9 Meligaster/Iceman91
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 10 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 10 Grenek/NathanDavis
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 11 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 11 Adowyn/Hawkmoon
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 12 Raz/Gimry:
    Spoiler:
    Hourglass Card 12 Raz/Gimry
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 13 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 13 Meligaster/Iceman91
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 14 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 14 Grenek/NathanDavis
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 15 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 15 Adowyn/Hawkmoon
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 16 Raz/Gimry:
    Spoiler:
    Hourglass Card 16 Raz/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 17 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 17 Meligaster/Iceman91
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 18 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 18 Grenek/NathanDavis
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 19 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 19 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 20 Raz/Gimry:
    Spoiler:
    Hourglass Card 20 Raz/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 21 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 21 Meligaster/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Location #1: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cliff Card 1 (Ogre):
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Cliff Card 2:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Cliff Card 3:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Cliff Card 4:
    Ukwar Axe
    CotCT
    Weapon 6
    Traits:
    Axe
    Loot
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
    Cliff Card 5:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Incorporeal
    Undead
    Veteran
    Wraith
    To Defeat:
    Combat 13+##
    OR Divine 8+#
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Location #2: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, Adowyn/Hawkmoon, None
    Slaughterhouse Card 1 (Henchman Proxy B2):
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Slaughterhouse Card 2:
    Asyra
    CotCT
    Ally 5
    Traits:
    Arcane
    Eidolon
    Outsider
    Promo
    To Acquire:
    Arcane
    Divine 13
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
    Slaughterhouse Card 3:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.
    Slaughterhouse Card 4:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Location #4: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Meligaster/Iceman91, Grenek/NathanDavis, None
    Alley Card 1 (Red Mantis Initiate):
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
    Alley Card 2:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

    Alley Card 3:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Alley Card 4:
    Pegg and Louie
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Wisdom
    Survival 13
    OR Suffer The Scourge Frightened 0
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
    Alley Card 5:
    Ring of Energy Resistance
    CotCT
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
    Alley Card 6:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Alley Card 7:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Location #5: Academy
    Urban
    At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: On closing, each local character may heal a spell.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Academy Card 1:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    Academy Card 2:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Academy Card 3:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Academy Card 4:
    Paralytic Pulse
    CotCT
    Barrier 6
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom 15
    OR Disable 13
    When examined, move to this barrier's location and encounter it.
    After acting, a random local character summons and encounters the danger.
    If undefeated, each local character suffers the scourge Exhausted.
    Academy Card 5:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.
    Academy Card 6:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.

    Academy Card 7 (Azuretzi):
    Azuretzi
    7-99
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 11+##
    THEN Charisma Arcane Diplomacy Divine 9+#
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, a local character discards an ally.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    ========================
    Raz starts her turn.
    Hour: The Tangled Briar
    Hour Power:When you close your location, instead of banishing its cards, shuffle them into a random other location.
    Location: Slaughterhouse
    Location Power:When you defeat a monster, discard a card.
    Adventure Powers:

    Start of turn, heal Adowyn for 1

    Start of turn, give Guardian Bow to Adowyn

    Don't want to deal with the hour power, so I'll move to Academy

    Firepelt Cougar:

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

    Diplomacy 12: 1d10 + 5 ⇒ (5) + 5 = 10

    Roll Details:

    Diplomacy - 1d10+5

    Use Power to use Diplomacy to acquire Armor/Weapons/Items/Allies

    Location Power kicks in - explore again

    Brain Mold:

    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Wisdom 7: 1d6 + 1d6 + 1d6 - 3 ⇒ (1) + (6) + (4) - 3 = 8

    Roll Details:

    Wisdom - 1d6
    Double Blessed - 1d6+1d6
    Drained -3

    Use Adowyn's Milani to double bless
    Remove Drained and Poisoned from location

    With the briar causing some unforeseen issues, I decide to head to the Academy for some research. Unfortunately, the Academy has been trapped by Azuretzi and the stench drains the life out of me.

    Poison: 1d5 ⇒ 5 -> Eagle Knight Dress Uniform

    "

    Raz wrote:

    Hand: Shocking Lance +1, Shieldsplitter Lance, Staff of Greater Healing, Pawbringer X (Retriever),

    Displayed: Soul Shard,
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Academy
    Hero Points: 3 // Raz has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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

    Poisoned:
    While Marked:
    After you reset, recharge a random card.

    When you would heal any number of cards, you may remove this scourge instead.


    NOTES:
    Other: Dice Re-Roll Used for 6-A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mountain Pattern Armor, Blessing of the Samurai(3), Blessing of Tsukiyo, Blessing of Shizuru, Frost Lance +2, Earthbreaker (Core), Grappler's Mask, Black Pearl (Warhorse), Duke of Tozus (Retriever)
    Recharged: Tweet (Hatchetbird), Valkyrie (Pegasus), Goliath (Mighty Steed), Frost Lance +2 (2), Ebon Thorn, Mass Cure, Eagle Knight Dress Uniform,
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☑ +1) (☑ +2). If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "

    End of Turn Summary
    Healed Adowyn for 1
    Give Guardian Bow to Adowyn
    Banish top 2 cards of the Academy
    Use Adowyn's Milani to double bless


    Deck Handler

    Grenek's turn: receive Drums, lose Hippogriff, discard Blessing of Abadar

    Raz's turn: cast Scrying on Alley, calling Monster: Red Mantis Initiate, Meteor Swarm, Locked Door
    Put Initiate on the bottom, shuffle the rest.

    EoT: recover Scrying, revealing Headband: Arcane 11: 1d12 + 5 + 1d4 ⇒ (4) + 5 + (1) = 10

    Mel's turn
    Hour of The Midwife
    At the start of your turn, summon and encounter a monster.

    SoT: Summon and encounter Toad Demon

    Spoiler:
    Toad Demon
    CotCT
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 28
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Display Drums, recharge Student and Scholar to evade

    SoT: Discard Drums

    SoT: Reveal Staff of Greater Healing to heal Create Mindscape

    Free explore of #1d6 + 1 ⇒ (3) + 1 = 4: Pegg and Louie
    Suffer Frightened - success

    Recharge Display Pegg and Louie to explore 2,3,5,6,7: 1d5 ⇒ 3 #5: Ring of Energy Resistance
    Reveal Headband
    Arcane 9: 1d12 + 5 + 1d4 ⇒ (6) + 5 + (2) = 13 Success

    End turn
    Discard Ring, draw 4

    Meligaster wrote:

    Hand: Chain Lightning (Core), Disintegrate (Core), Headband of Mental Superiority, Staff of Greater Healing, Aerilaya, Valet, The Peacock,

    Displayed: Mind Crystal, Pegg and Louie,
    Deck: 15 Discard: 5 Buried: 1
    Hero Points: 4
    Used Accessory Reroll: N // Meligaster has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    NOTES:
    Available Support: Staff, Aerilaya, and Peacock are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pious Healer, Fortune-teller, Fate-reader Lenses, The Lady of Mysteries, The First, Andachi, Hellknight Plate, Commander's Falchion, Acadamae Scholar, Acadamae Student, The Teamster, Death's Touch, Create Mindscape, Asmodeus's Tyranny, Sage
    Recharged:
    Discard Pile: Venster Arabasti, Blessing of Abadar, Scrying, Drums of Panic, Ring of Energy Resistance,
    Buried Pile: Mindblade,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Int +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +1
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Arcane, Mental
    POWERS:
    For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
    On your first (☑ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
    On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
    ☑ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
    □ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


    Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

    Hour of Sarenrae's Light

    Recharge Staff of Minor Healing to heal Meligaster 1+1 cards (thanks to Hour). Will roll for them because I'm stealing what's left

    Heal Meligaster Card: 1d5 ⇒ 5 Ring of Energy Resistance
    Heal Meligaster Card: 1d5 ⇒ 1 Venster Arabasti

    Instead of move step, Recharge Blessing of Lady Lastbreath 2 to draw Drums of Panic from Meligaster's discard, then move to Cliff


    Free explore and encounter Ogre
    BA: 1 Combat damage. Recharge Shoanti Barbarian Hide to reduce damage by 2
    Reveal Rapier of Puncturing. Don't Call Me Bunny: Bury Red War Paint. Goblin Markers

    Combat 12+12: 1d10 + 2 + 2d4 + 2 + 1d8 + 5 + 3 ⇒ (2) + 2 + (1, 4) + 2 + (2) + 5 + 3 = 21
    Hero Point
    Combat 12+12: 1d10 + 2 + 2d4 + 2 + 1d8 + 5 + 3 ⇒ (9) + 2 + (1, 1) + 2 + (7) + 5 + 3 = 30
    Location two 1s equal 0. 28 rolled. Banished. Add Goblin Marker. Reveal Improvised Monster and add Ogre to hand.

    Discard Hippogriff to move to Slaughterhouse, explore and encounter Henchman Proxy B2-Wight
    BA: 1 Cold Damage. Discard Ogre. Reveal Rapier of Puncturing. Don't Call Me Bunny: Bury Ogre. Goblin Markers

    Combat 10+12: 1d10 + 2 + 2d4 + 2 + 1d8 + 5 + 4 ⇒ (10) + 2 + (1, 3) + 2 + (8) + 5 + 4 = 35
    Add Goblin Marker. Reveal Improvised Monster and add Henchman Proxy B2-Wight to hand. Location: Discard Drums of Panic
    To Close: Banish Hellknight of the Nail

    I'll let the BR do the following: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.


    Adowyn needs to move. Return to Alley

    Grenek wrote:

    Hand: Improvised Monster, Rapier of Puncturing, Henchman Proxy B2-Wight, Blessing of Lady Lastbreath 1, Lizard, Lyrune-quah Moon Maiden,

    Displayed:
    Deck: 10 Discard: 2 Buried: 5
    Current Location: Alley
    Hero Points: 5
    Goblin Marker: 5
    Product Reroll Unused
    NOTES:
    Movement: Move where the most discards are (with the group)
    Other: Local Check Against Monster: Discard to add 1d4 Pierce.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Venkelvore, Ring of Immolation, Cleaving Dogslicer +2, Glamered Leather Armor, Studded Leather Armor, Xoff, Mighty Steed
    Recharged: Staff of Minor Healing, Blessing of Lady Lastbreath 2, Shoanti Barbarian Hide,
    Discard Pile: Hippogriff, Drums of Panic,
    Buried Pile: Master of Masters, Dragonbane Greatsword, Thundering Earthbreaker, Red War Paint, Ogre,

    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +0

    Rabbitpuncher
    Favored Card: Melee Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon
    POWERS:
    On your Strength check or your check against a monster (☑ or a bane), you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
    On a local check against a monster, you may discard (☐ or recharge) a card (☐ or remove a goblin marker from this card) to add 1d4 (☐ 1d6) (☐ 1d8) and the Piercing trait.
    At the end of your turn, you may move, any local Goblin characters may move with you. (☐ then you may examine the top card of your location, then you may move again).
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    ☑ On your non-combat Strength or non-combat Fortitude (☑ or combat) check, add the number of goblin markers on this card.
    ☐ Your hand size is increased by the number of goblin markers on this card.
    ☑☐☐ Fractured Memories: When you would suffer Mental damage, instead check a box that precedes this reward; if it is your turn, after the encounter, end your turn.


    Meligaster heals Ring of Energy Resistance and Venster Arabasti. Drums of Panic stolen back.
    Adowyn moves.
    Cliff: Banish 1 drawn.
    Slaughterhouse 1 drawn. Closed.
    BR: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.


    Deck Handler

    Heal: Blessing of Ra
    Receive Guardian Bow
    Play Blessing of Milani
    Move to Alley

    Adowyn wrote:

    Hand: Guardian Bow, Angelstep, Giant Raven, Landshark Whelp, Blessing of Nivi Rhombodazzle,

    Displayed: Aspect of the Tiger, Aspect of the Bull, Leryn (Cohort),
    Deck: 15 Discard: 2 Buried: 0
    Current Location: Alley
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: 7-99A Reroll: No

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Balmberry Bush, Wolf, Leryn (Ally), Marksman's Bow, Belt of Teeth, Elk, Runewell's Echo, Hawkmoon Bow, Blessing of the Green Faith, Blessing of Ra, Aspect of the Monkey, Bestial Rags, Skyrocket Crossbow, Archeaopteryx, Blessing of Achaekek
    Recharged:
    Discard Pile: Major Harrowing, Blessing of Milani,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
    When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
    When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
    To win, corner and defeat the villain Azuretzi.

    Additional Rules:

    Evidence-Proxy A:

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

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

    Evidence Displayed: 2

    Danger:

    Plague Zombie:

    Story Bane
    Traits:
    Disease
    Undead
    Veteran
    Zombie

    To Defeat:
    Combat 10THEN
    Combat 11+##

    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 12, Adowyn/Hawkmoon

    Random Cards:

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

    Spoiler:
    Toad Demon
    CotCT
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 28
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Spoiler:
    Hordemaster
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.

    Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.


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

    Spoiler:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.

    Barriers
    Spoiler:
    Obsession of Battle
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.

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

    Spoiler:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit
    2. Cultist
    3. Rescue
    4. Thug

    For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.


    Spoiler:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

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

    Weapons
    Spoiler:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

    Spoiler:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spoiler:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

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

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


    Spoiler:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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


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

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


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

    Armors
    Spoiler:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

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

    Spoiler:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    Spoiler:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Spoiler:
    Whisper of the First Lie
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 14
    On a local Diplomacy check, freely recharge to add your Diplomacy.
    On a local Diplomacy check, freely discard to reroll any number of dice.
    When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.

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

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

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

    Spoiler:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

    Spoiler:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

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

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

    Spoiler:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
    To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.

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

    Spoiler:
    The Demon's Lantern
    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.

    Hour Power: When you move during your move step, bury a card.

    Current Hour:

    The Desert:
    The Desert
    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.

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raz/Gimry:
    Spoiler:
    Hourglass Card 1 Raz/Gimry
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 2 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 2 Meligaster/Iceman91
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 3 Grenek/NathanDavis
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 4 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 4 Adowyn/Hawkmoon
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 5 Raz/Gimry:
    Spoiler:
    Hourglass Card 5 Raz/Gimry
    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.
    Hourglass Card 6 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 6 Meligaster/Iceman91
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 7 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 7 Grenek/NathanDavis
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 8 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 8 Adowyn/Hawkmoon
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 9 Raz/Gimry:
    Spoiler:
    Hourglass Card 9 Raz/Gimry
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 10 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 10 Meligaster/Iceman91
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 11 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 11 Grenek/NathanDavis
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 12 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 12 Adowyn/Hawkmoon
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 13 Raz/Gimry:
    Spoiler:
    Hourglass Card 13 Raz/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 14 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 14 Meligaster/Iceman91
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 15 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 15 Grenek/NathanDavis
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 16 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 16 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 17 Raz/Gimry:
    Spoiler:
    Hourglass Card 17 Raz/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 18 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 18 Meligaster/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Location #1: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cliff Card 1 (Irori's Mastery):
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Cliff Card 2:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Cliff Card 3:
    Ukwar Axe
    CotCT
    Weapon 6
    Traits:
    Axe
    Loot
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
    Cliff Card 4:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Incorporeal
    Undead
    Veteran
    Wraith
    To Defeat:
    Combat 13+##
    OR Divine 8+#
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Location #4: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Meligaster/Iceman91, Grenek/NathanDavis, Adowyn/Hawkmoon, None
    Alley Card 1 (Locked Door):
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Alley Card 2:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

    Alley Card 3:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
    Alley Card 4:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
    Alley Card 5:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

    Location #5: Academy
    Urban
    At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: On closing, each local character may heal a spell.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, None
    Academy Card 1 (Kazavon's Iron Golem):
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Academy Card 2:
    Paralytic Pulse
    CotCT
    Barrier 6
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom 15
    OR Disable 13
    When examined, move to this barrier's location and encounter it.
    After acting, a random local character summons and encounters the danger.
    If undefeated, each local character suffers the scourge Exhausted.
    Academy Card 3:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.
    Academy Card 4:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.

    Academy Card 5 (Azuretzi):
    Azuretzi
    7-99
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 11+##
    THEN Charisma Arcane Diplomacy Divine 9+#
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, a local character discards an ally.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


    Deck Handler

    Turn 12: The hour is The Desert
    When you move during your move step, bury a card.

    Free exploration: Locked Door
    First exploration, Aspect of the Bull
    Disable 6+6=12: 1d10 + 5 + 1d6 + 1d10 ⇒ (9) + 5 + (3) + (9) = 26
    Success
    Defeated

    Exploration from Locked Door: Meteor Swarm
    Outside shot at this, but a spell 6 is nice
    Intelligence 15: 3d6 ⇒ (5, 6, 1) = 12Really a 13.
    Accessory reroll.
    Intelligence 15: 12 + 1d6 ⇒ 12 + (6) = 18
    Success
    Acquired

    Reload Leryn to examine: Red Mantis Assassin, Formian Myrmidon
    Flip the order (I think that's what we'd want)

    End my turn

    Adowyn wrote:

    Hand: Guardian Bow, Hawkmoon Bow, Meteor Swarm, Angelstep, Giant Raven, Landshark Whelp, Leryn (Cohort),

    Displayed: Aspect of the Tiger, Aspect of the Bull,
    Deck: 14 Discard: 3 Buried: 0
    Current Location: Alley
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: 7-99A Reroll Used: Yes

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elk, Leryn (Ally), Blessing of the Green Faith, Belt of Teeth, Aspect of the Monkey, Balmberry Bush, Runewell's Echo, Blessing of Achaekek, Marksman's Bow, Wolf, Archeaopteryx, Blessing of Ra, Bestial Rags, Skyrocket Crossbow
    Recharged:
    Discard Pile: Major Harrowing, Blessing of Milani, Blessing of Nivi Rhombodazzle,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
    When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
    When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
    To win, corner and defeat the villain Azuretzi.

    Additional Rules:

    Evidence-Proxy A:

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

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

    Evidence Displayed: 2

    Danger:

    Plague Zombie:

    Story Bane
    Traits:
    Disease
    Undead
    Veteran
    Zombie

    To Defeat:
    Combat 10THEN
    Combat 11+##

    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 13, Raz/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Hordemaster
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.

    Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.


    Spoiler:
    Meladaemon
    CotCT
    Monster 6
    Traits:
    Fiend
    Outsider
    To Defeat:
    Combat 24
    Immune to Acid and Poison.
    Resistant to Cold, Electricity, and Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
    If undefeated, suffer the scourge Plagued.

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

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Ancient Black Dragon
    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

    Barriers
    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Spoiler:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit
    2. Cultist
    3. Rescue
    4. Thug

    For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.


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

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

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

    Weapons
    Spoiler:
    Banudor
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

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

    Spoiler:
    Sawtooth Saber
    CotCT
    Weapon 3
    Traits:
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    Veteran
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

    Spoiler:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

    Spoiler:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Scrying
    CotCT
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceArcane 14
    OR WisdomDivine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.


    Spoiler:
    Repulsion
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    Display. While displayed:
    * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.


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

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

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


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

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


    Armors
    Spoiler:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

    Items
    Spoiler:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.

    Spoiler:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury this card.

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

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


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

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


    Spoiler:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

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

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

    Spoiler:
    Zellara
    CotCT
    Ally 5
    Traits:
    Ghost
    Harrow
    Medium
    Undead
    To Acquire:
    Wisdom
    Divine 12
    OR Bury A Harrow
    Card 0
    Display. While displayed:
    * Harrow boons may be recharged instead of discarded.
    * You may ignore powers that happen when you examine cards.
    * At the end of the turn, bury.
    Bury to explore; you may recharge a Harrow boon to reload instead.

    Spoiler:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.

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

    Blessings
    Spoiler:
    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.

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

    Spoiler:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Spoiler:
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.

    Spoiler:
    The 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.

    Hour Power: At the start of your turn, summon and encounter a spell.

    Current Hour:

    The Mute Hag:
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 1 Meligaster/Iceman91
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 2 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 2 Grenek/NathanDavis
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 3 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 3 Adowyn/Hawkmoon
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 4 Raz/Gimry:
    Spoiler:
    Hourglass Card 4 Raz/Gimry
    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.
    Hourglass Card 5 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 5 Meligaster/Iceman91
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 6 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 6 Grenek/NathanDavis
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 7 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 7 Adowyn/Hawkmoon
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 8 Raz/Gimry:
    Spoiler:
    Hourglass Card 8 Raz/Gimry
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 9 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 9 Meligaster/Iceman91
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 10 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 10 Grenek/NathanDavis
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 11 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 11 Adowyn/Hawkmoon
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 12 Raz/Gimry:
    Spoiler:
    Hourglass Card 12 Raz/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 13 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 13 Meligaster/Iceman91
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 14 Grenek/NathanDavis
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 15 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 15 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 16 Raz/Gimry:
    Spoiler:
    Hourglass Card 16 Raz/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 17 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 17 Meligaster/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Location #1: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cliff Card 1 (Irori's Mastery):
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Cliff Card 2:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Cliff Card 3:
    Ukwar Axe
    CotCT
    Weapon 6
    Traits:
    Axe
    Loot
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
    Cliff Card 4:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Incorporeal
    Undead
    Veteran
    Wraith
    To Defeat:
    Combat 13+##
    OR Divine 8+#
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Location #4: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Meligaster/Iceman91, Grenek/NathanDavis, Adowyn/Hawkmoon, None
    Alley Card 1 (Formian Myrmidon):
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
    Alley Card 2 (Red Mantis Initiate):
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
    Alley Card 3:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

    Location #5: Academy
    Urban
    At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: On closing, each local character may heal a spell.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, None
    Academy Card 1 (Kazavon's Iron Golem):
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Academy Card 2:
    Paralytic Pulse
    CotCT
    Barrier 6
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom 15
    OR Disable 13
    When examined, move to this barrier's location and encounter it.
    After acting, a random local character summons and encounters the danger.
    If undefeated, each local character suffers the scourge Exhausted.
    Academy Card 3:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.
    Academy Card 4:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.

    Academy Card 5 (Azuretzi):
    Azuretzi
    7-99
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 11+##
    THEN Charisma Arcane Diplomacy Divine 9+#
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, a local character discards an ally.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    ========================
    Raz starts her turn.
    Hour: The Mute Hag
    Hour Power:At the start of your turn, summon and encounter a spell.
    Location: Academy
    Location Power:On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    Adventure Powers:

    Start of turn, use Staff to heal my drained

    Hour Power, summon and encounter a spell

    Scrying:

    CotCT
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceArcane 14
    OR WisdomDivine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

    Divine 13: 1d6 + 1 + 1d6 + 2 + 1d6 ⇒ (4) + 1 + (3) + 2 + (5) = 15

    Roll Details:

    Divine - 1d6+1
    Divine Aid - 1d6+2
    Blessed - 1d6

    Recharge Mel's Peacock
    Discard Shizuru for Divine Aid

    Move to Alley

    Formian Myrmidon:

    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Diplomacy 14: 1d10 + 5 + 1d6 + 2 ⇒ (8) + 5 + (1) + 2 = 16

    Roll Details:

    Diplomacy - 1d10+5
    Divine Aid - 1d6+2

    Discard Mountain Pattern Armor for Divine Aid

    Cast Scrying to put the Henchman Proxy B1(Wight) on top

    With news that there is some ... thing? That may be of help to us at the Alley, I head over to attempt to persuade them to join our fight. My prowess with lances and of course a big sloppy kiss from Pawbringer is all it takes to convice them to join. With the Formian on our side, I then turn my attention to finding the very elusive Wight that seems to be entirely too good at avoiding our gaze.

    Auto Fail Scrying Recharge, so discard it

    Poison: 1d5 ⇒ 2 => Shieldsplitter Lance

    "

    Raz wrote:

    Hand: Shocking Lance +1, Staff of Greater Healing, Pawbringer X (Retriever), Formian Myrmidon,

    Displayed: Soul Shard,
    Deck: 15 Discard: 3 Buried: 0
    Current Location: Alley
    Hero Points: 3 // Raz has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

    When you would heal any number of cards, you may remove this scourge instead.


    NOTES:
    Other: Dice Re-Roll Used for 6-A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Black Pearl (Warhorse), Earthbreaker (Core), Grappler's Mask, Blessing of the Samurai(3), Blessing of Tsukiyo, Duke of Tozus (Retriever), Frost Lance +2
    Recharged: Tweet (Hatchetbird), Valkyrie (Pegasus), Goliath (Mighty Steed), Frost Lance +2 (2), Ebon Thorn, Mass Cure, Eagle Knight Dress Uniform, Shieldsplitter Lance,
    Discard Pile: Blessing of Shizuru, Mountain Pattern Armor, Scrying,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☑ +1) (☑ +2). If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "

    End of Turn Summary
    Acquired Scrying from Hour Power
    Acquired top card of the Alley
    Recharge Mel's Peacock
    Put the Henchman B on top of the Alley


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
    When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
    When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
    To win, corner and defeat the villain Azuretzi.

    Additional Rules:

    Evidence-Proxy A:

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

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

    Evidence Displayed: 2

    Danger:

    Plague Zombie:

    Story Bane
    Traits:
    Disease
    Undead
    Veteran
    Zombie

    To Defeat:
    Combat 10THEN
    Combat 11+##

    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 14, Meligaster/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Spoiler:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Spoiler:
    Skeletal Minotaur
    CotCT
    Monster 5
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 23
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.

    Spoiler:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Spoiler:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

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

    Spoiler:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.

    Spoiler:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

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

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

    Weapons
    Spoiler:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

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

    Spoiler:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

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

    Spells
    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

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

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


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

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

    Spoiler:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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


    Armors
    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    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.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

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


    Spoiler:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury this card.

    Spoiler:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


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

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


    Allies
    Spoiler:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

    DURING RECOVERY
    You may discard the bottom card of your deck to reload this card.


    Spoiler:
    Zellara
    CotCT
    Ally 5
    Traits:
    Ghost
    Harrow
    Medium
    Undead
    To Acquire:
    Wisdom
    Divine 12
    OR Bury A Harrow
    Card 0
    Display. While displayed:
    * Harrow boons may be recharged instead of discarded.
    * You may ignore powers that happen when you examine cards.
    * At the end of the turn, bury.
    Bury to explore; you may recharge a Harrow boon to reload instead.

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

    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

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

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

    Spoiler:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Spoiler:
    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.

    Hour Power: If you are at a Wild location, you may discard a card to explore.

    Current Hour:

    Erastil's Eye:
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 1 Grenek/NathanDavis
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 2 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 2 Adowyn/Hawkmoon
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 3 Raz/Gimry:
    Spoiler:
    Hourglass Card 3 Raz/Gimry
    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.
    Hourglass Card 4 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 4 Meligaster/Iceman91
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 5 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 5 Grenek/NathanDavis
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 6 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 6 Adowyn/Hawkmoon
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 7 Raz/Gimry:
    Spoiler:
    Hourglass Card 7 Raz/Gimry
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 8 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 8 Meligaster/Iceman91
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 9 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 9 Grenek/NathanDavis
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 10 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 10 Adowyn/Hawkmoon
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 11 Raz/Gimry:
    Spoiler:
    Hourglass Card 11 Raz/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 12 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 12 Meligaster/Iceman91
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 13 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 13 Grenek/NathanDavis
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 14 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 14 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 15 Raz/Gimry:
    Spoiler:
    Hourglass Card 15 Raz/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 16 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 16 Meligaster/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Location #1: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cliff Card 1 (Irori's Mastery):
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Cliff Card 2:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Cliff Card 3:
    Ukwar Axe
    CotCT
    Weapon 6
    Traits:
    Axe
    Loot
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
    Cliff Card 4:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Incorporeal
    Undead
    Veteran
    Wraith
    To Defeat:
    Combat 13+##
    OR Divine 8+#
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Location #4: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, Meligaster/Iceman91, Grenek/NathanDavis, Adowyn/Hawkmoon, None
    Alley Card 1 (Henchman Proxy B1):
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Alley Card 2 (Red Mantis Initiate):
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Location #5: Academy
    Urban
    At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: On closing, each local character may heal a spell.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Academy Card 1 (Kazavon's Iron Golem):
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Academy Card 2:
    Paralytic Pulse
    CotCT
    Barrier 6
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom 15
    OR Disable 13
    When examined, move to this barrier's location and encounter it.
    After acting, a random local character summons and encounters the danger.
    If undefeated, each local character suffers the scourge Exhausted.
    Academy Card 3:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.
    Academy Card 4:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.

    Academy Card 5 (Azuretzi):
    Azuretzi
    7-99
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 11+##
    THEN Charisma Arcane Diplomacy Divine 9+#
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, a local character discards an ally.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


    Deck Handler

    Off-turn: some healing, drums go missing, Peacock is recharged.

    Mel's turn
    Hour of Erastil's Eye

    SoT: Staff removes Frightened

    Free explore of #1: Wight
    BA: Suffer 1 cold, discard Aerilaya.

    CtD: Cast Disintegrate, reveal Headband, Helping Hands: reveal Valet, Mindbender
    Combat 10+6+6=22: 1d12 + 5 + 4d6 + 1d4 + 1d4 + 2 ⇒ (4) + 5 + (5, 3, 3, 4) + (2) + (3) + 2 = 31 Success

    Close location: Summon and acquire Risibeth
    Reveal Headband, Helping Hands: reveal Valet, reveal display Valet, Mindbender
    Cannot fail Diplomacy 12 with three dice +10

    WPC: Draw Valet and Pegg and Louie from location. Give Grenek Risibeth, give Raz Valet, give Adowyn Pegg and Louie.

    Move with the crew.

    End turn
    Recover Disintegrate, revealing Headband: Arcane 16: 1d12 + 5 + 1d4 ⇒ (2) + 5 + (3) = 10

    Meligaster wrote:

    Hand: Chain Lightning (Core), Headband of Mental Superiority, Staff of Greater Healing, Ring of Energy Resistance, Acadamae Student, Fortune-teller, The Lady of Mysteries,

    Displayed: Mind Crystal,
    Deck: 14 Discard: 4 Buried: 1
    Hero Points: 4
    Used Accessory Reroll: N
    NOTES:
    Available Support: Staff, Student, and Lady are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sage, Death's Touch, Asmodeus's Tyranny, Create Mindscape, Commander's Falchion, The Teamster, Hellknight Plate, Acadamae Scholar, Andachi, Fate-reader Lenses, Venster Arabasti, The First, Pious Healer
    Recharged: The Peacock,
    Discard Pile: Blessing of Abadar, Scrying, Aerilaya, Disintegrate (Core),
    Buried Pile: Mindblade,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Int +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +1
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Arcane, Mental
    POWERS:
    For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
    On your first (☑ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
    On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
    ☑ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
    □ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


    Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

    Off turn, let's all head to Academy. Gets Risibeth.

    Hour of The Twin

    Give card to Meligaster: Risibeth
    Instead of move step, recharge Blessing of Lady Lastbreath 1 to draw Blessing of Shizuru from Raz's Discard and move to Cliff


    Free explore and encounter Irori's Mastery
    Goblin Markers

    Fortitude 4+6: 1d8 + 5 + 5 ⇒ (6) + 5 + 5 = 16 Acquired!

    Discard Lyrune-quah Moon Maiden to examine Shining Child, then choose to explore and encounter.
    Goblin Markers and Lyrune-quah Moon Maiden

    Fortitude 8: 1d8 + 5 + 5 + 3 ⇒ (2) + 5 + 5 + 3 = 15 No effect
    Reveal Rapier of Puncturing. Lyrune-quah Moon Maiden. Goblin Markers. Recharge Irori's Mastery
    Combat 20: 1d10 + 2 + 2d4 + 2 + 3 + 5 + 1d10 ⇒ (6) + 2 + (3, 1) + 2 + 3 + 5 + (3) = 25 -1=24. Instead of Banishing, Reveal Improvised Monster and draw Shining Child

    Discard Lizard to explore and encounter Ukwar Axe
    Recharge Blessing of Shizuru. Goblin Markers. Don't Call Me Bunny: Bury Lyrune-quah Moon Maiden

    Melee 15: 1d10 + 2 + 2d10 + 5 + 1d8 + 5 ⇒ (7) + 2 + (10, 6) + 5 + (6) + 5 = 41 My Axe! Acquired! Add Goblin Marker

    Discard Ukwar Axe to explore and encounter Wraith
    Reveal Rapier of Puncturing. Sharp Pointy Teeth: Discard Shining Child. Don't Call Me Bunny: Bury Ukwar Axe. Goblin Markers. Ukwar Axe exploration

    Combat 13+12: 1d10 + 2 + 2d4 + 2 + 1d4 + 1d8 + 5 + 6 + 1d8 ⇒ (9) + 2 + (4, 3) + 2 + (1) + (7) + 5 + 6 + (3) = 42 -1=41. Instead of Banishing reveal Improvised Monster to draw Wraith into hand. Add Goblin Marker. Attempt to Close
    Combat Damage: 1d6 ⇒ 2
    Discard Rapier of Puncturing and Henchman Proxy B2-Wight. Move back to Academy

    Grenek rushes back to the edge of the cliff, capturing monsters and axes and tossing them around him recklessly until there's nothing left and limps back to the party, Wraith held in his teeth.

    Grenek wrote:

    Hand: Improvised Monster, Studded Leather Armor, Glamered Leather Armor, Mighty Steed, Xoff, Wraith,

    Displayed:
    Deck: 9 Discard: 6 Buried: 7
    Current Location: Alley
    Hero Points: 5
    Goblin Marker: 7
    Product Reroll Unused
    NOTES:
    Movement: Move where the most discards are (with the group)
    Other: Local Check Against Monster: Discard to add 1d4 Pierce.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Venkelvore, Cleaving Dogslicer +2, Ring of Immolation
    Recharged: Staff of Minor Healing, Blessing of Lady Lastbreath 2, Shoanti Barbarian Hide, Blessing of Lady Lastbreath 1, Irori's Mastery, Blessing of Shizuru,
    Discard Pile: Hippogriff, Drums of Panic, Shining Child, Rapier of Puncturing, Henchman Proxy B2-Wight, Lizard,
    Buried Pile: Master of Masters, Dragonbane Greatsword, Thundering Earthbreaker, Red War Paint, Ogre, Lyrune-quah Moon Maiden, Ukwar Axe,

    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +0

    Rabbitpuncher
    Favored Card: Melee Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon
    POWERS:
    On your Strength check or your check against a monster (☑ or a bane), you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
    On a local check against a monster, you may discard (☐ or recharge) a card (☐ or remove a goblin marker from this card) to add 1d4 (☐ 1d6) (☐ 1d8) and the Piercing trait.
    At the end of your turn, you may move, any local Goblin characters may move with you. (☐ then you may examine the top card of your location, then you may move again).
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    ☑ On your non-combat Strength or non-combat Fortitude (☑ or combat) check, add the number of goblin markers on this card.
    ☐ Your hand size is increased by the number of goblin markers on this card.
    ☑☐☐ Fractured Memories: When you would suffer Mental damage, instead check a box that precedes this reward; if it is your turn, after the encounter, end your turn.



    Meligaster: Given Risibeth
    Raz: Blessing of Shizuru stolen from discard.
    Alley: Closed. All remaining acquired in one form or another


    Deck Handler

    Turn 16: The hour is The Trumpet
    Ignore cards' before acting powers.

    Give Meligaster Meteor Swarm

    Free exploration: Kazavon's Iron Golem
    Hawkmoon Bow, First Exploration, Aspect of the Bull
    Combat 19+6=25: 1d10 + 6 + 1d6 + 2 + 1d6 + 1d6 + 1d10 ⇒ (10) + 6 + (6) + 2 + (2) + (6) + (8) = 40
    Success
    Defeated
    Examine my deck: Blessing of Achaekek

    Not a spell exploration: Paralytic Pulse
    Draw a card: Blessing of Achaekek
    Blessing of Achaekek
    Disable 13: 1d10 + 6 + 1d10 ⇒ (3) + 6 + (1) = 10
    Hero point
    Disable 13: 1d10 + 6 + 1d10 ⇒ (6) + 6 + (10) = 22
    Success
    Random local character in turn order with me as 1: 1d4 ⇒ 1
    I summon and encounter the danger.
    Recharge Pegg and Louie to evade.
    Defeated
    Examine my deck: Runewell's Echo

    Discard Giant Rave to examine: Shapechange, Disintegrate

    Can't pick up Shapechange, but with Runewell's Echo I can help someone else do that. So I won't explore.

    End my turn.

    Adowyn wrote:

    Hand: Guardian Bow, Hawkmoon Bow, Skyrocket Crossbow, Angelstep, Landshark Whelp, Runewell's Echo, Blessing of the Green Faith,

    Displayed: Aspect of the Tiger, Aspect of the Bull, Leryn (Cohort),
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Academy
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: 7-99A Reroll Used: Yes

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leryn (Ally), Balmberry Bush, Aspect of the Monkey, Archeaopteryx, Belt of Teeth, Bestial Rags, Elk, Blessing of Achaekek, Blessing of Ra, Wolf, Marksman's Bow
    Recharged: Pegg and Louie,
    Discard Pile: Major Harrowing, Blessing of Milani, Blessing of Nivi Rhombodazzle, Giant Raven,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.

    On the next turn, I'll reload Leryn to switch the two spells to give Mel the shot at Shapechange.


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
    When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
    When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
    To win, corner and defeat the villain Azuretzi.

    Additional Rules:

    Evidence-Proxy A:

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

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

    Evidence Displayed: 2

    Danger:

    Plague Zombie:

    Story Bane
    Traits:
    Disease
    Undead
    Veteran
    Zombie

    To Defeat:
    Combat 10THEN
    Combat 11+##

    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 17, Raz/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.

    Spoiler:
    Infernal Warhounds
    CotCT
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    After the encounter, a random local character summons and encounters this monster.

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

    Spoiler:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.

    Spoiler:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

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

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

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

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

    Weapons
    Spoiler:
    Banudor
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

    Spoiler:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    Spoiler:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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


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

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


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

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


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

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


    Armors
    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    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.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Spoiler:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Items
    Spoiler:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.

    Spoiler:
    Staff of Greater Necromancy
    CotCT
    Item 6
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 12
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

    Spoiler:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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

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


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

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

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

    Spoiler:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

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

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

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

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

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

    Spoiler:
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Spoiler:
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Hour Power: On your check against an Animal or Elemental card, add 1d4.

    Current Hour:

    Gozreh's Growth:
    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.

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 1 Meligaster/Iceman91
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 2 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 2 Grenek/NathanDavis
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 3 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 3 Adowyn/Hawkmoon
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 4 Raz/Gimry:
    Spoiler:
    Hourglass Card 4 Raz/Gimry
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 5 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 5 Meligaster/Iceman91
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 6 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 6 Grenek/NathanDavis
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 7 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 7 Adowyn/Hawkmoon
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 8 Raz/Gimry:
    Spoiler:
    Hourglass Card 8 Raz/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 9 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 9 Meligaster/Iceman91
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 10 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 10 Grenek/NathanDavis
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 11 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 11 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 12 Raz/Gimry:
    Spoiler:
    Hourglass Card 12 Raz/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 13 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 13 Meligaster/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Location #5: Academy
    Urban
    At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: On closing, each local character may heal a spell.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, Meligaster/Iceman91, Grenek/NathanDavis, Adowyn/Hawkmoon, None

    Academy Card 1 (Disintegrate):
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.

    Academy Card 2 (Shapechange):
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.
    Academy Card 3 (Azuretzi):
    Azuretzi
    7-99
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 11+##
    THEN Charisma Arcane Diplomacy Divine 9+#
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, a local character discards an ally.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    ========================
    Raz starts her turn.
    Hour: Gozreh’s Growth
    Hour Power:On your check against an Animal or Elemental card, add 1d4.
    Location: Academy
    Location Power:On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    Adventure Powers:

    Heal my Poison with Staff

    Banish Disintegrate

    "

    Raz wrote:

    Hand: Shocking Lance +1, Staff of Greater Healing, Pawbringer X (Retriever), Formian Myrmidon, Valet,

    Displayed: Soul Shard,
    Deck: 16 Discard: 1 Buried: 0
    Current Location: Alley
    Hero Points: 3
    NOTES:
    Other: Dice Re-Roll Used for 6-A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Grappler's Mask, Shieldsplitter Lance, Frost Lance +2, Blessing of the Samurai(3), Earthbreaker (Core), Black Pearl (Warhorse), Duke of Tozus (Retriever), Blessing of Tsukiyo
    Recharged: Tweet (Hatchetbird), Valkyrie (Pegasus), Goliath (Mighty Steed), Frost Lance +2 (2), Ebon Thorn, Mass Cure, Eagle Knight Dress Uniform, Scrying,
    Discard Pile: Mountain Pattern Armor,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☑ +1) (☑ +2). If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "

    End of Turn Summary
    Banish Card 1 of the Academy


    Deck Handler

    Grenek's turn: receive Risibeth
    Aodwyn's turn: receive Meteor Swarm

    Mel's turn
    Hour of The Beating
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    Move: recharge Fortune-teller can call boon - encounter Shapechange.
    Helping Hands: reveal Student, recharge student, reveal Headband
    Arcane 13: 1d12 + 5 + 1d4 + 1d4 + 1d4 ⇒ (7) + 5 + (3) + (2) + (3) = 20

    Cast Shapechange

    End turn

    Meligaster wrote:

    Hand: Chain Lightning (Core), Meteor Swarm, Headband of Mental Superiority, Staff of Greater Healing, Ring of Energy Resistance, Risibeth, The Lady of Mysteries,

    Displayed: Mind Crystal, Shapechange,
    Deck: 16 Discard: 4 Buried: 1
    Hero Points: 4
    Used Accessory Reroll: N
    NOTES:
    Available Support: Staff, Risibeth, and Lady are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acadamae Scholar, Create Mindscape, Andachi, The First, Sage, Death's Touch, Commander's Falchion, Venster Arabasti, The Teamster, Asmodeus's Tyranny, Pious Healer, Fate-reader Lenses, Hellknight Plate
    Recharged: The Peacock, Fortune-teller, Acadamae Student,
    Discard Pile: Blessing of Abadar, Scrying, Aerilaya, Disintegrate (Core),
    Buried Pile: Mindblade,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Int +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +1
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Arcane, Mental
    POWERS:
    For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
    On your first (☑ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
    On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
    ☑ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
    □ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: After drawing starting hands, each character recharges a card of their favored type.
    When you defeat an Evidence, display it next to the storybook and report an Evidence Success to the table coordinator.
    When the table coordinator announces "The Clue is Found," banish the perils wildcard Confusing, then build the location Academy and recharge the villain Azuretzi into it.
    To win, corner and defeat the villain Azuretzi.

    Additional Rules:

    Evidence-Proxy A:

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

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

    Evidence Displayed: 2

    Danger:

    Plague Zombie:

    Story Bane
    Traits:
    Disease
    Undead
    Veteran
    Zombie

    To Defeat:
    Combat 10THEN
    Combat 11+##

    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 19, Grenek/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Emperor Scorpion
    CotCT
    Monster 4
    Traits:
    Trigger
    Vermin
    Veteran
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Infernal Warhounds
    CotCT
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    After the encounter, a random local character summons and encounters this monster.

    Spoiler:
    Hordemaster
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.

    Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.


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

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

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

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

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

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

    Spoiler:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

    Weapons
    Spoiler:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Banudor
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

    Spoiler:
    Sawtooth Saber
    CotCT
    Weapon 3
    Traits:
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    Veteran
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

    Spoiler:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

    Spoiler:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

    Spells
    Spoiler:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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


    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

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

    Spoiler:
    Boneshatter
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.


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

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


    Armors
    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    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.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

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

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


    Spoiler:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


    Spoiler:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.

    Spoiler:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Spoiler:
    Scabbard of Keen Edges
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 12
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

    Allies
    Spoiler:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

    DURING RECOVERY
    You may discard the bottom card of your deck to reload this card.


    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

    Spoiler:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

    Blessings
    Spoiler:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

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

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

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

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

    Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    Current Hour:

    Urgathoa's Gluttony:
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 1 Adowyn/Hawkmoon
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 2 Raz/Gimry:
    Spoiler:
    Hourglass Card 2 Raz/Gimry
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 3 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 3 Meligaster/Iceman91
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 4 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 4 Grenek/NathanDavis
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 5 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 5 Adowyn/Hawkmoon
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 6 Raz/Gimry:
    Spoiler:
    Hourglass Card 6 Raz/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 7 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 7 Meligaster/Iceman91
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 8 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 8 Grenek/NathanDavis
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 9 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 9 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 10 Raz/Gimry:
    Spoiler:
    Hourglass Card 10 Raz/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 11 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 11 Meligaster/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Location #5: Academy
    Urban
    At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: On closing, each local character may heal a spell.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, Meligaster/Iceman91, Grenek/NathanDavis, Adowyn/Hawkmoon, None

    Academy Card 1 (Azuretzi):
    Azuretzi
    7-99
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 11+##
    THEN Charisma Arcane Diplomacy Divine 9+#
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, a local character discards an ally.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


    Deck Handler

    Diplomacy:

    Reveal Headband, Helping hands: reveal Risibeth, mindbender
    Diplomacy 15: 1d12 + 6 + 1d4 + 1d4 + 2 ⇒ (1) + 6 + (1) + (4) + 2 = 14 Mind crystal rerolls the d12
    Diplomacy 15: 1d12 + 6 + 1 + 4 + 2 ⇒ (12) + 6 + 1 + 4 + 2 = 25


    Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

    Hour of Urgathoa's Gluttony

    Free explore and encounter Azuretzi

    Resistances: 1d4 ⇒ 4 Fire
    Resistances: 1d4 ⇒ 1 Acid
    BA: Discard Xoff
    Recharge Improvised Monster and banish Wraith. Sharp Pointy Teeth: Discard Studded Leather Armor. Don't Call Me Bunny: Bury Drums of Panic. Recharge Adowyn's Blessing of Green Faith. Goblin Markers
    Combat 11+12: 1d10 + 25 + 1d4 + 1d8 + 5 + 1d10 + 7 ⇒ (10) + 25 + (4) + (8) + 5 + (2) + 7 = 61
    Reroll highest value: 1d10 + 25 + 4 + 8 + 5 + 2 + 7 ⇒ (4) + 25 + 4 + 8 + 5 + 2 + 7 = 55
    Reroll lowest value: 4 + 25 + 4 + 8 + 5 + 1d10 + 7 ⇒ 4 + 25 + 4 + 8 + 5 + (3) + 7 = 56
    Meligaster wins the Diplomacy. Scenario complete!

    Grenek rides the wild Wraith into battle with the Azuretzi, beating and biting them until they are ready to have a nice conversation with Meligaster.


    You encountered the protean Form-Twister in the depths of The Wheel Unbroken. Once you demonstrated your might, Form-Twister admitted to imprinting his form upon the necromantic artifact not out of a malevolent plan, but as a jest. Protean humor eludes you.

    Form-Twister claims to be working the will of a protean higher in the creatures’ peculiar and convoluted caste structure: a keketar protean named Rippling-Sapphire-Crown.

    Rippling-Sapphire-Crown has taken a particular interest in you, but Form-Twister has no idea why. He’s not used to asking questions when things don’t make sense, it seems, as not making sense is part of a protean’s nature. You need to discover why you’ve drawn Rippling-Sapphire-Crown’s attention, but as you leave The Wheel Unbroken, you find yourself amid tall, sooty buildings. You aren’t in Kaer Maga anymore.


    Scenario Reward
    For the rest of the adventure, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore the effect.

    Each character chooses a type of boon, then gains a new # level boon of that type.

    Pathfinder Adventure Card Society characters may choose a bonus deck upgrade.

    Upgrade Pool
    Formian Myrmidon (Ally 6)
    Hippogriff (Ally 6)
    Landshark Whelp (Ally 4)
    Venster Arabasti (Ally 6)
    Firepelt Cougar (Ally 4)
    Andachi (Ally 5)
    Pegg and Louie (Ally 5)
    Aerilaya (Ally 5)

    Shoanti Barbarian Hide (Armor 4)

    Asmodeus's Tyranny (Blessing 2)
    Irori's Mastery (Blessing 1)

    Ring of Energy Resistance (Item 6)
    Staff of Greater Healing (Item 6)

    Meteor Swarm (Spell 6)
    Scrying (Spell 5)
    Major Harrowing (Spell 5)
    Shapechange (Spell 6)
    Guardian Bow (Weapon 6)

    Commander's Falchion (Weapon 6)
    Ukwar Axe (Weapon 6)


    7-99 Scenario B: Within the Soot-Stained City
    Whitewashed buildings rise high around you, blackened with soot from recent fires. Frightened whinnies of pack animals, cries of the wounded, and the stench of blood fill the air. This isn’t Kaer Maga. This is… Vellumis? You haven’t been to Vellumis in a year, since the evacuation of the Gravelands when the Whispering Tyrant broke free and laid waste to the land. The city can’t still be in the panicked throes of evacuation, can it?

    That’s when it hits you: you’ve gone back even further in time than before, back to the final desperate days when the nation of Lastwall died. Crusaders are leading the homeless and helpless to the docks to board refugee barges. All of them, even the crusaders trying to keep a brave face, are brimful of desperate fear. Your presence here means more protean magic; you’re not free of their strange, reality-warping influence.

    There was a protean hiding in Kaer Maga, and there must be one hiding here in Vellumis as well. Perhaps there’s more than one, as pulling you backwards in time this far seems like it would take a lot of power. You’ve got to find someone—anyone—who’s seen a protean. Someone in Vellumis must have seen peculiar serpentine monsters twisting through the air as though gravity were merely a suggestion they choose to ignore. With luck, they might even have seen how the proteans arrived here in the first place.

    But luck is not on Vellumis’s side this day, if you remember the past correctly. Cultists of a nihilistic sect called the Whispering Way penetrated the city in the guise of refugees, plotting to open the city gates to hordes of undead. You stopped them in time—or did you? Cries of alarm echo through the streets as crusaders begin to battle monsters and undead within the city. They’re attempting to mount a frantic defense, but it seems too late already. Did you fail? Or are you being unwritten from existence by meddling proteans? This is the worst kind of chaos, and chaos is where proteans thrive.

    Setup: Add the Onslaughts wildcard Desperate.

    Danger: Zombie Minions
    Villain: Azuretzis-Proxy V1 and V2
    Henchmen (Closing): Witness, Vampire, Cultists-Proxy A


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.

    When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.

    When you defeat a Witness and close its location, report a Witness success to the table coordinator.

    When the table coordinator announces "The Rift has Opened" banish the wildcard Desperate, then shuffle into a stack the closing henchman Planar Rif and a number of blessings equal to one fewer than the number of locations, then shuffle 1 card from this stack into each location.

    When you defeat the Planar Rift, display it next to the storybook. To win, corner and defeat both villains.

    Additional Rules:

    Cultists-Proxy A:

    [spoiler=Cultist]
    Story Bane
    Type: Monster
    Traits: Cultist Human Veteran
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    DESPERATE: When you encounter a boon and do not acquire it, discard a card.

    Danger:

    Zombie Minions:

    Story Bane
    Traits:
    Undead
    Zombie
    Veteran

    To Defeat:
    Combat 9THEN
    Combat 11+#

    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 1 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #4: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None


    Deck Handler

    Start at Shrine

    Adowyn wrote:

    Hand: Hawkmoon Bow, Bestial Rags, Leryn (Ally), Archeaopteryx, Blessing of Old Deadeye, Blessing of Milani, Leryn (Cohort),

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Shrine
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: 7-99B Reroll Used: No

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Aspect of the Bull, Balmberry Bush, Blessing of Achaekek, Frozen Crossbow, Elk, Aspect of the Tiger, Belt of Teeth, Runewell's Echo, Aspect of the Monkey, Wolf, Blessing of the Green Faith, Blessing of Nivi Rhombodazzle, Giant Raven, Angelstep, Skyrocket Crossbow, Marksman's Bow
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    Start at the Stable

    "

    Raz wrote:

    Hand: Frost Lance +2 (2), Defiant Nodachi +3, Shieldsplitter Lance, Duke of Tozus (Retriever), Tweet (Hatchetbird),

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Stable
    Hero Points: 3
    NOTES:
    Other: Dice Re-Roll Used for 6-A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Tsukiyo, Mountain Pattern Armor, Pawbringer X (Retriever), Goliath (Mighty Steed), Staff of Greater Healing, Shocking Lance +1, Blessing of Shizuru, Black Pearl (Warhorse), Grappler's Mask, Mass Cure, Frost Lance +2, Blessing of the Oathkeeper, Soul Shard, Ebon Thorn, Eagle Knight Dress Uniform, Valkyrie (Pegasus)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☑ +1) (☑ +2). If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "


    Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

    Start at Stable with Raz

    Grenek wrote:

    Hand: Thundering Earthbreaker, Rapier of Puncturing, Improvised Monster, Drums of Panic, Lizard, Blessing of Lady Lastbreath 1,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Stable
    Hero Points: 5
    Goblin Marker: 0
    Product Reroll Unused
    NOTES:
    Available Support: Drums of Panic: Local - Recharge all allies to evade monster. If no allies recharge a card.
    Movement: Move where the most discards are (with the group)
    Other: Local Check Against Monster: Discard to add 1d4 Pierce.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Red War Paint, Dragonbane Greatsword, Lyrune-quah Moon Maiden, Hellknight of the Nail, Xoff, Ring of Immolation, Mighty Steed, The Lost Harrows, Master of Masters, Glamered Leather Armor, Hellknight Plate, Houndhacker, Blessing of Lady Lastbreath 2, Blessing of Venkelvore
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +0

    Rabbitpuncher
    Favored Card: Melee Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon
    POWERS:
    On your Strength check or your check against a monster (☑ or a bane), you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
    On a local check against a monster, you may discard (☐ or recharge) a card (☐ or remove a goblin marker from this card) to add 1d4 (☐ 1d6) (☐ 1d8) and the Piercing trait.
    At the end of your turn, you may move, any local Goblin characters may move with you. (☑ then you may examine the top card of your location, then you may move again).
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    ☑ On your non-combat Strength or non-combat Fortitude (☑ or combat) check, add the number of goblin markers on this card.
    ☐ Your hand size is increased by the number of goblin markers on this card.
    ☑☐☐ Fractured Memories: When you would suffer Mental damage, instead check a box that precedes this reward; if it is your turn, after the encounter, end your turn.


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.

    When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.

    When you defeat a Witness and close its location, report a Witness success to the table coordinator.

    When the table coordinator announces "The Rift has Opened" banish the wildcard Desperate, then shuffle into a stack the closing henchman Planar Rif and a number of blessings equal to one fewer than the number of locations, then shuffle 1 card from this stack into each location.

    When you defeat the Planar Rift, display it next to the storybook. To win, corner and defeat both villains.

    Additional Rules:

    Cultists-Proxy A:

    [spoiler=Cultist]
    Story Bane
    Type: Monster
    Traits: Cultist Human Veteran
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    DESPERATE: When you encounter a boon and do not acquire it, discard a card.

    Danger:

    Zombie Minions:

    Story Bane
    Traits:
    Undead
    Zombie
    Veteran

    To Defeat:
    Combat 9THEN
    Combat 11+#

    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 6

    Turn: 1, Adowyn/Hawkmoon

    Random Cards:

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

    Spoiler:
    Toad Demon
    CotCT
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 28
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Spoiler:
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

    Barriers
    Spoiler:
    Red Mantis Ambush
    CotCT
    Barrier 4
    Traits:
    Red Mantis
    Skirmish
    To Defeat:
    None 0
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Spoiler:
    Cursed Statue
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.

    Spoiler:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.

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

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

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

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

    Spoiler:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    Spoiler:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

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

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

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


    Spoiler:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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


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

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


    Spoiler:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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


    Spoiler:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.


    Armors
    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Angelic Armor
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Loot
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Spoiler:
    Kazavon's Shield
    CotCT
    Armor 6
    Traits:
    Loot
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

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

    Spoiler:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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

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


    Spoiler:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

    Spoiler:
    Ring of Energy Resistance
    CotCT
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.

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

    Spoiler:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


    Spoiler:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    Spoiler:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

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

    Blessings
    Spoiler:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

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

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

    Spoiler:
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Spoiler:
    The 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.

    Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raz/Gimry:
    Spoiler:
    Hourglass Card 1 Raz/Gimry
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 2 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 2 Meligaster/Iceman91
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 3 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 3 Grenek/NathanDavis
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 4 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 4 Adowyn/Hawkmoon
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 5 Raz/Gimry:
    Spoiler:
    Hourglass Card 5 Raz/Gimry
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 6 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 6 Meligaster/Iceman91
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 7 Grenek/NathanDavis
    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.
    Hourglass Card 8 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 8 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 9 Raz/Gimry:
    Spoiler:
    Hourglass Card 9 Raz/Gimry
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 10 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 10 Meligaster/Iceman91
    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.
    Hourglass Card 11 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 11 Grenek/NathanDavis
    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.
    Hourglass Card 12 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 12 Adowyn/Hawkmoon
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 13 Raz/Gimry:
    Spoiler:
    Hourglass Card 13 Raz/Gimry
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 14 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 14 Meligaster/Iceman91
    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.
    Hourglass Card 15 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 15 Grenek/NathanDavis
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 16 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 16 Adowyn/Hawkmoon
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 17 Raz/Gimry:
    Spoiler:
    Hourglass Card 17 Raz/Gimry
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 18 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 18 Meligaster/Iceman91
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 19 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 19 Grenek/NathanDavis
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 20 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 20 Adowyn/Hawkmoon
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Hourglass Card 21 Raz/Gimry:
    Spoiler:
    Hourglass Card 21 Raz/Gimry
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 22 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 22 Meligaster/Iceman91
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 23 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 23 Grenek/NathanDavis
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 24 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 24 Adowyn/Hawkmoon
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 25 Raz/Gimry:
    Spoiler:
    Hourglass Card 25 Raz/Gimry
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 26 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 26 Meligaster/Iceman91
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 27 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 27 Grenek/NathanDavis
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 28 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 28 Adowyn/Hawkmoon
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 29 Raz/Gimry:
    Spoiler:
    Hourglass Card 29 Raz/Gimry
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 1 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Arsenal Card 1:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Arsenal Card 2:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Arsenal Card 3:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Arsenal Card 4:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    Arsenal Card 5:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
    Arsenal Card 6:
    Witness
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7+#
    If undefeated, discard a card from the hourglass.
    If defeated, examine the top card of any location; you may ignore effects that happen when examined.
    Arsenal Card 7:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

    Location #2: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Castle Card 1:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.
    Castle Card 2:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

    DURING RECOVERY
    You may discard the bottom card of your deck to reload this card.

    Castle Card 3:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
    Castle Card 4:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Castle Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Castle Card 6:
    Scarlet Walker
    CotCT
    Monster 6
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 27
    OR Arcane
    Divine 14
    Immune to Acid, Cold, and Poison.
    Resistant to Attack.
    Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
    Castle Card 7:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.

    Location #3: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Hospice Card 1:
    Villain Proxy V1
    Core
    Villain 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
    Hospice Card 2:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.
    Hospice Card 3:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
    Hospice Card 4:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
    Hospice Card 5:
    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.
    Hospice Card 6:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    Hospice Card 7:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Location #4: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, Meligaster/Iceman91, Grenek/NathanDavis, None
    Stable Card 1:
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Stable Card 2:
    Hordemaster
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.

    Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.

    Stable Card 3:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
    Stable Card 4:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    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.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
    Stable Card 5:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Stable Card 6:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Stable Card 7:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Adowyn/Hawkmoon, None
    Shrine Card 1:
    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.
    Shrine Card 2:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Shrine Card 3:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Shrine Card 4:
    Achaekek's Claws
    CotCT
    Blessing 4
    Traits:
    Deity: Achaekek
    Divine
    When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
    To Acquire:
    Intelligence
    Craft 8
    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
    Shrine Card 5:
    Villain Proxy V2
    Core
    Villain 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
    Shrine Card 6:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Shrine Card 7:
    Emperor Scorpion
    CotCT
    Monster 4
    Traits:
    Trigger
    Vermin
    Veteran
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Ancient Black Dragon
    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
    Crypt Card 2:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Crypt Card 3:
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Crypt Card 4:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 5:
    Immortal Ichor
    CotCT
    Monster 6
    Traits:
    Ooze
    To Defeat:
    Combat 23
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
    Crypt Card 6:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.
    Crypt Card 7:
    Vampire
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.


    Deck Handler

    Turn 1: The hour is The Snakebite
    On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    Start of turn: Examine (scenario): Dispelling Mist
    Shuffle location
    Examine (Leryn):...
    1d7 ⇒ 5
    Villain
    Ok. Probably want to leave that alone for now.

    I'll move to The Crypt

    Free exploration: Ancient Black Dragon
    BA
    Blessing of Milani, First exploration
    Dexterity 11: 1d10 + 3 + 1d6 + 2d10 ⇒ (8) + 3 + (6) + (2, 6) = 25
    Success
    Hawkmoon Bow, First exploration, Blessing of Old Deadeye, hour adds the poison trait
    Combat 28: 1d10 + 6 + 1d6 + 2 + 1d6 + 1d6 + 1d10 ⇒ (6) + 6 + (2) + 2 + (5) + (3) + (3) = 27
    Geez
    Accessory reroll the d6 that got me a 2
    Combat 28: 25 + 1d6 ⇒ 25 + (3) = 28
    Success
    Defeated
    Examine my deck: Blessing of the Greenfaith

    Reload Leryn to examine: Brain Mold, The Forge
    If someone wants to come get the Forge, I'll leave it on top, otherwise I'll leave Brain Mold on top so that I can shuffle it away on my next turn.

    Recharge Archeaopteryx to draw Leryn.
    Display Leryn.

    End my turn.

    Adowyn wrote:

    Hand: Hawkmoon Bow, Aspect of the Monkey, Bestial Rags, Leryn (Ally), Wolf, Blessing of the Green Faith,

    Displayed: Leryn (Cohort),
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Crypt
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: 7-99B Reroll Used: No

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Skyrocket Crossbow, Belt of Teeth, Frozen Crossbow, Runewell's Echo, Elk, Blessing of Achaekek, Angelstep, Aspect of the Bull, Giant Raven, Marksman's Bow, Balmberry Bush, Blessing of Nivi Rhombodazzle, Aspect of the Tiger
    Recharged: Blessing of Old Deadeye, Archeaopteryx,
    Discard Pile: Blessing of Milani,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:
    After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.


    During This Adventure: Regardless of the challenge mode, build small locations.
    The harrow suit is Crowns.

    During This Scenario: At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.

    When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.

    When you defeat a Witness and close its location, report a Witness success to the table coordinator.

    When the table coordinator announces "The Rift has Opened" banish the wildcard Desperate, then shuffle into a stack the closing henchman Planar Rif and a number of blessings equal to one fewer than the number of locations, then shuffle 1 card from this stack into each location.

    When you defeat the Planar Rift, display it next to the storybook. To win, corner and defeat both villains.

    Additional Rules:

    Cultists-Proxy A:

    [spoiler=Cultist]
    Story Bane
    Type: Monster
    Traits: Cultist Human Veteran
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    DESPERATE: When you encounter a boon and do not acquire it, discard a card.

    Danger:

    Zombie Minions:

    Story Bane
    Traits:
    Undead
    Zombie
    Veteran

    To Defeat:
    Combat 9THEN
    Combat 11+#

    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 6

    Turn: 2, Raz/Gimry

    Random Cards:

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

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

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

    Spoiler:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

    Spoiler:
    Toad Demon
    CotCT
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 28
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Barriers
    Spoiler:
    Soultrapping Gem
    CotCT
    Barrier 6
    Traits:
    Magic
    Trap
    To Defeat:
    None 0
    Display this barrier. While displayed:
    * You may not move or explore.
    * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
    * When your location is closed, banish this barrier.

    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Spoiler:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

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

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

    Weapons
    Spoiler:
    Ukwar Axe
    CotCT
    Weapon 6
    Traits:
    Axe
    Loot
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.

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

    Spoiler:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

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

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

    Spells
    Spoiler:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.


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

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


    Spoiler:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.


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

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


    Spoiler:
    Corrosive Storm
    CotCT
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 13
    Freely display. While displayed:
    * On combat checks, add 2d6 and the Acid trait.
    * At the end of the turn, banish; each other character suffers 1 Acid damage.

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


    Armors
    Spoiler:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Angelic Armor
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Loot
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Spoiler:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Spoiler:
    Kazavon's Shield
    CotCT
    Armor 6
    Traits:
    Loot
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

    Spoiler:
    Brooch of Protection
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Fortitude 10
    Display. While displayed:
    * When you suffer Combat or Force damage, reduce it by 1.
    * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
    * When this card has 6 markers, bury it.

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

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


    Spoiler:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.

    Spoiler:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Allies
    Spoiler:
    Zellara
    CotCT
    Ally 5
    Traits:
    Ghost
    Harrow
    Medium
    Undead
    To Acquire:
    Wisdom
    Divine 12
    OR Bury A Harrow
    Card 0
    Display. While displayed:
    * Harrow boons may be recharged instead of discarded.
    * You may ignore powers that happen when you examine cards.
    * At the end of the turn, bury.
    Bury to explore; you may recharge a Harrow boon to reload instead.

    Spoiler:
    Hippogriff
    CotCT
    Ally 6
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 16
    On a local combat check, recharge to add 2d4.
    Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.

    Spoiler:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

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

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

    Blessings
    Spoiler:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Spoiler:
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

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

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

    Spoiler:
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Hour Power: When you fail a check, suffer the scourge Drained.

    Current Hour:

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

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 1 Meligaster/Iceman91
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 2 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 2 Grenek/NathanDavis
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 3 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 3 Adowyn/Hawkmoon
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 4 Raz/Gimry:
    Spoiler:
    Hourglass Card 4 Raz/Gimry
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 5 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 5 Meligaster/Iceman91
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 6 Grenek/NathanDavis
    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.
    Hourglass Card 7 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 7 Adowyn/Hawkmoon
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 8 Raz/Gimry:
    Spoiler:
    Hourglass Card 8 Raz/Gimry
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 9 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 9 Meligaster/Iceman91
    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.
    Hourglass Card 10 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 10 Grenek/NathanDavis
    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.
    Hourglass Card 11 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 11 Adowyn/Hawkmoon
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 12 Raz/Gimry:
    Spoiler:
    Hourglass Card 12 Raz/Gimry
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 13 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 13 Meligaster/Iceman91
    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.
    Hourglass Card 14 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 14 Grenek/NathanDavis
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 15 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 15 Adowyn/Hawkmoon
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 16 Raz/Gimry:
    Spoiler:
    Hourglass Card 16 Raz/Gimry
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 17 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 17 Meligaster/Iceman91
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 18 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 18 Grenek/NathanDavis
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 19 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 19 Adowyn/Hawkmoon
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Hourglass Card 20 Raz/Gimry:
    Spoiler:
    Hourglass Card 20 Raz/Gimry
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 21 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 21 Meligaster/Iceman91
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 22 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 22 Grenek/NathanDavis
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 23 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 23 Adowyn/Hawkmoon
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 24 Raz/Gimry:
    Spoiler:
    Hourglass Card 24 Raz/Gimry
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 25 Meligaster/Iceman91:
    Spoiler:
    Hourglass Card 25 Meligaster/Iceman91
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 26 Grenek/NathanDavis:
    Spoiler:
    Hourglass Card 26 Grenek/NathanDavis
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 27 Adowyn/Hawkmoon:
    Spoiler:
    Hourglass Card 27 Adowyn/Hawkmoon
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 28 Raz/Gimry:
    Spoiler:
    Hourglass Card 28 Raz/Gimry
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 1 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Arsenal Card 1:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Arsenal Card 2:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Arsenal Card 3:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Arsenal Card 4:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    Arsenal Card 5:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
    Arsenal Card 6:
    Witness
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7+#
    If undefeated, discard a card from the hourglass.
    If defeated, examine the top card of any location; you may ignore effects that happen when examined.
    Arsenal Card 7:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

    Location #2: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Castle Card 1:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.
    Castle Card 2:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

    DURING RECOVERY
    You may discard the bottom card of your deck to reload this card.

    Castle Card 3:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
    Castle Card 4:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Castle Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Castle Card 6:
    Scarlet Walker
    CotCT
    Monster 6
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 27
    OR Arcane
    Divine 14
    Immune to Acid, Cold, and Poison.
    Resistant to Attack.
    Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
    Castle Card 7:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.

    Location #3: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Hospice Card 1:
    Villain Proxy V1
    Core
    Villain 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
    Hospice Card 2:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.
    Hospice Card 3:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
    Hospice Card 4:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
    Hospice Card 5:
    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.
    Hospice Card 6:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    Hospice Card 7:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Location #4: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Raz/Gimry, Meligaster/Iceman91, Grenek/NathanDavis, None
    Stable Card 1:
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Stable Card 2:
    Hordemaster
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.

    Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.

    Stable Card 3:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
    Stable Card 4:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    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.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
    Stable Card 5:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Stable Card 6:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Stable Card 7:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Shrine Card 1 (Villain Proxy V2):
    Villain Proxy V2
    Core
    Villain 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
    Shrine Card 2:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Shrine Card 3:
    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.
    Shrine Card 4:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Shrine Card 5:
    Achaekek's Claws
    CotCT
    Blessing 4
    Traits:
    Deity: Achaekek
    Divine
    When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
    To Acquire:
    Intelligence
    Craft 8
    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
    Shrine Card 6:
    Emperor Scorpion
    CotCT
    Monster 4
    Traits:
    Trigger
    Vermin
    Veteran
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.
    Shrine Card 7:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/Hawkmoon, None
    Crypt Card 1 (Brain Mold):
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Crypt Card 2 (The Forge):
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Crypt Card 3:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 4:
    Immortal Ichor
    CotCT
    Monster 6
    Traits:
    Ooze
    To Defeat:
    Combat 23
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
    Crypt Card 5:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.
    Crypt Card 6:
    Vampire
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.


    Deck Handler

    Start at the stables

    .

    Meligaster wrote:

    Hand: Disintegrate, Dominate, Death's Touch, Headband of Mental Superiority, Fortune-teller, Valet, The Lady of Mysteries,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 4
    Used Accessory Reroll: N
    NOTES:
    Available Support: Disintegrate and Lady are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Tome of Origami Animals, Sage, Ring of Protection, Acadamae Scholar, Chain Lightning, Scrying, The First, Pious Healer, The Olivaro Opuscules, Mindblade, The Peacock, Blessing of Abadar, Acadamae Student, Mind Crystal, Hellknight Plate
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Int +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +1
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Arcane, Mental
    POWERS:
    For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
    On your first (☑ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
    On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (☑ +1). If you fail the check, recharge the revealed card.
    ☑ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
    □ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    ========================
    Raz starts her turn.
    Hour: The Idiot
    Hour Power:When you fail a check, suffer the scourge Drained.
    Location: Stable
    Location Power:When you acquire an ally, you may shuffle a new ally into a random other location.
    Scenario Powers:
    At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
    Desperate: When you encounter a boon and do not acquire it, discard a card.

    SoT examine - Sklar-quah Thundercaller

    Sklar-quah Thundercaller:

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

    Diplomacy 11: 1d10 + 5 + 1d6 + 2 ⇒ (2) + 5 + (2) + 2 = 11

    Roll Details:

    Diplomacy - 1d10+5
    Divine Aid - 1d6+2

    Discard Shizuru for Divine Aid

    Random Location: 1d5 ⇒ 2
    Shuffle new Ally into Castle (If we want). Wanted to do the roll in case it hit the Crypt since that would change things

    Display Sklar-quah
    Put the Forge on top of the Crypt

    Discard Duke to move to the Crypt and explore

    The Forge:

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

    Strength 10(4+6): 1d8 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11

    Roll Details:

    Strength - 1d8+3
    Sklar-quah Thundercaller - 1d6

    Discard Shieldsplitter Lance when I reset

    "

    Raz wrote:

    Hand: Frost Lance +2 (2), Defiant Nodachi +3, Pawbringer X (Retriever), Tweet (Hatchetbird), The Forge,

    Displayed:
    Deck: 15 Discard: 3 Buried: 0
    Current Location: Crypt
    Hero Points: 3
    NOTES:
    Other: Dice Re-Roll Used for 6-B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Greater Healing, Blessing of the Oathkeeper, Soul Shard, Ebon Thorn, Goliath (Mighty Steed), Valkyrie (Pegasus), Mass Cure, Shocking Lance +1, Mountain Pattern Armor, Frost Lance +2, Eagle Knight Dress Uniform, Blessing of Tsukiyo, Black Pearl (Warhorse), Grappler's Mask
    Recharged: Sklar-quah Thundercaller,
    Discard Pile: Blessing of Shizuru, Duke of Tozus (Retriever), Shieldsplitter Lance,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☑ +1) (☑ +2). If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☑ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ When you acquire a weapon or an armor, you may exchange it for a random card of the same type from the box.

    "

    End of Turn Summary
    Acquired Top Card of Stables
    Put Forge on top of Crypt and Acquired it

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