[PACS] [Outpost IV] BR Gimry's Year of Reborn Strife (Inactive)

Game Master Gimry

7-3A: The Eye's Below | Hands/Loot
Turn Order:
1. Zvarbel/wkover
2. Heggal/Grimsnik
3. Agna/Gimry


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If you are one of my players, please dot into this thread (post and then delete your post) to add this campaign to your page. Please check the Discussion thread as well for some basic information and helpful tips. More details will be forthcoming as the event approaches.


Adventure 1: Attack of the Twice-Born

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

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

Here, even traditions that would typically stand in violent opposition to each other must respect the city’s creed. Priests of Urgathoa, goddess of gluttony and undeath, produce undead servants, and reanimated pack animals labor for those who can afford them. Meanwhile, Pharasmin clerics fulfill their sacred duties to protect the cycle of souls by conducting burial ceremonies and maintaining a crypt that serves the wealthiest members of the city.

A constant thread has begun to weave its way through these seemingly disparate peoples: something strange is happening in Kaer Maga, beyond the oddities of each passing day. The residents of the City of Strangers do not easily give up their secrets, especially to outsiders. But when that disturbance threatens to upend the careful balance of the city, who will follow this thread and sever it from its source?


7-1A: Once Bitten, Twice-Born

The creaking scaffolding of Kaer Maga greets you, followed shortly thereafter by the heady scent of a hundred different cuisines and the sound of as many languages. You enter in the Warren district, its rickety spires and shantytown clusters looming overhead. The tallest rise over a dozen stories tall, each level seemingly made by a different hand. A dizzying maze of scrap bridges, walkways, tunnels, and ropes connect the buildings, through which residents deftly run, swing, climb, and crawl.

A procession of milky-eyed undead push through the crowd carrying baskets of goods. They lay their bounty before a rosy-cheeked trader wearing a glowing talisman. Shopkeepers present handfuls of spices, assortments of arms, scavenged relics, and potsherds to all passersby. Auctions begin and resolve across avenues and between levels. Amid this cacophony, you make your way through the dense conglomerate of structures.

Above the din of commerce, a voice rings out. “What does that even mean?! I just want a simple answer.”

You look out over the crowd to see a human angrily gesticulating at a troll whose intestines dangle from her prodigious arms. The troll holds up bits of her viscera and shrugs at the merchant. “That’s the reading I received. I cannot help you to understand it any more than I do.”

The man prods the troll’s guts and shakes an amulet fastened around his neck by a long, beaded, golden cord. “Read it again! I’m not about to be shaded by that fraud in Ankar-Te, and I can’t afford to replace these Twice-Born again,” he says, waving the amulet toward three zombies standing motionless beside him. “I already have to tell my buyer that my merchandise walked off in the night, so the least you could do is tell me straight if this amulet is safe.” As the man finishes the sentence, pearlescent white gems along the edges of the amulet in his hand sputter and fade to black. The zombies snarl and lunge at the arguing pair.

“Oh, dear” is all the man can say before one of the undead seizes him by the amulet’s cord.


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Setup: After building the locations, shuffle a new ally into each.

During This Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster

Scenario's Harrow Suit: Books (The Vision)
Scenario's #: 1

Additional Rules:

This section will be populated with rules from the storybook or rulebook that are needed on occasion (such as Base or Siege rules) whenever they come up, for easy reference. Rewards that grant new powers will be listed here as well.

The list of Scourges will be added here as well (ran out of time when making this initial post).

Story Banes:

This section will list the story bane roster for the scenario, in order. The villains (if any) will be listed first, followed by the henchmen in order, followed by the danger.

Proxy A: Dangerous Sales (Closing Henchman)

Spoiler:
Dangerous Sale
Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Zombie Minions (Danger)

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

Summons:

Named cards you may need to summon will appear here for easy reference. If you need to summon a random card, check the Random spoilers further down.

Acquired Cards:

Spoilers for cards you acquire during the scenario will appear here for easy reference, followed by a summary of all acquired cards so you can see the current upgrade pool.

Random Monsters:

Monster 1
Spoiler:
Skeleton
Core Monster 0
Traits: Skeleton Undead Veteran
To Defeat: Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.

Monster 2

Spoiler:
Giant Toad
Core Monster 1
Traits: Animal Poison
To Defeat: Combat 10 OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.

Monster 3

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

Monster 4

Spoiler:
Shadow
CotCT Monster 1
Traits: Shadow Undead
To Defeat: Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.

Monster 5

Spoiler:
Crocodile
Core Monster 1
Traits: Animal Aquatic
To Defeat: Combat 11 Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

Random Barriers:

Barrier 1
Spoiler:
Dissident Guard
CotCT Barrier 1
Traits: Task
To Defeat: Charisma Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.

Barrier 2

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

Barrier 3

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.

Barrier 4

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.

Barrier 5

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

Random Weapons:

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

Weapon 2

Spoiler:
Snakebite Dagger
CotCT Weapon 1
Traits: Finesse Knife Magic Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Weapon 3

Spoiler:
Sling
Core Weapon 0
Traits: Ranged Sling
To Acquire: Dexterity Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Weapon 4

Spoiler:
Returning Throwing Axe
Core Weapon 1
Traits: Axe Magic Melee Ranged Slashing
To Acquire: Strength Dexterity Melee Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

Weapon 5

Spoiler:
Scimitar
CotCT Weapon 0
Traits: Finesse Melee Slashing Swashbuckling Sword
To Acquire: Strength Acrobatics Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

Random Spells:

Spell 1
Spoiler:
Levitate
Core Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Arcane 5 OR Wisdom Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

Spell 2

Spoiler:
Elemental Treaty
CotCT Spell 1
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

Spell 3

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

Spell 4

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

Spell 5

Spoiler:
False Life
CotCT Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.

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


Random Armor:

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

Armor 2

Spoiler:
Chain Mail
Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Armor 3

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

Armor 4

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

Armor 5

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

Random Items:

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

Item 2

Spoiler:
Elixir of Energy Resistance
Core Item 0
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.

Item 3

Spoiler:
Spyglass
Core Item 0
Traits: Object
To Acquire: Wisdom Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.

Item 4

Spoiler:
Holy Water
CotCT Item 0
Traits: Liquid Magic Divine
To Acquire: Wisdom Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.

Item 5

Spoiler:
Thieves' Tools
Core Item 0
Traits: Tool
To Acquire: Dexterity Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

Random Allies:

Ally 1
Spoiler:
Pig
CotCT Ally 0
Traits: Animal
To Acquire: Wisdom Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.

Ally 2

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.

Ally 3

Spoiler:
Dog
Core Ally 0
Traits: Animal
To Acquire: Wisdom Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.

Ally 4

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

Ally 5

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

Random Blessings:

Blessing 1
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.

Blessing 2

Spoiler:
Incitation
Core Blessing 0
Traits: Arcane Divine
When this is the hour: No effect.
To Acquire: Arcane Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.

Blessing 3

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.

Blessing 4

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

Blessing 5

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

Den Of Iniquity
Traits: Urban
At This Location (Open): When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Plaza
Traits: Urban
At This Location (Open): When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Alley
Traits: Urban
At This Location (Open): When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Shop
Traits: Urban
At This Location (Open): When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Tavern
Traits: Urban
At This Location (Open): You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None

Please expand the various spoilers to get an idea of how I format my BR updates; some things are a bit different from how other BRs do theirs. If any player is making use of the Tyrant of the Harrow reward to discard a new Harrow blessing at the start of the scenario, please grab it out of the Random Blessings spoilers above (assuming there are enough).

Please post your starting location and hand. I will additionally get a shared hand and loot spreadsheet available. If any player is taking any cards out of the vault due to various rewards, please let me know which cards they are.

I will post the full update (kicking us off for real) once Outpost begins.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

I'm taking Chain Mail from the vault for the Dragon's Demand reward. I'll be doing this each game. I'll start at Maznar's location, unless he starts at the Tavern. In which case I'll start at the Shop instead.

Zvarbel wrote:

Hand: Apprentice, Fire Snake, Pyrotechnic Blast, Steal Book, Call Weapon, Magus Arcana,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Steal Book will be used to grab the first Arcane level 1 spell encountered."

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
Reroll used? N

On first turn, will use Call Weapon to search for Gallivance.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

I come into town to grab some supplies and suddenly the marketplace is being overrun by undead. Didn't really plan for this when I woke up this morning.

Discarded the Vision (Random Blessing 4) into my discard pile.

I know Maznar wants to start with me to grab an Ally if he doesn't get one. I'm thinking it might be a good idea to clear the Tavern early. I'll fine heading there.

"

Agna wrote:

Hand: Bastard Sword, Spiked Gauntlet, Spike (Porcupine), Squeeker (Pig), Prayer,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Current Location: Tavern
Hero Points: 1
NOTES:
Other: Paizo reroll used for scenario 6-1A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Incitation, Longsword, Main-Gauche, Squaker (Crow), Heavy Shield, Blessing of the Gods(2), Balmberry, Bagheera (Snow Leopard), Warhammer
Recharged:
Discard Pile: The Vision,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top card of your location deck.

"


Deck Handler

Using Dragon's Demand boon to swap out Blessing of the Gods 3 for Balmberry loot. Using CotCT boon to swap out Blessing of Pharasma for The Midwife loot. Starting location Plaza.

Maznar wrote:

Hand: Crow (Core), Fireblade, Blessing of Gorum, Holy Water (Core), Scythe (Core), Magic Leather Armor (Core),

Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Plaza
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of Gorum: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check.

Holy Water (Core): When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Midwife, Divine Insight, Mastiff, Blessing of the Gods 1, Blessing of the Gods 2, Porcupine (Core), Cure, Frozen Touch, Balmberry
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☐ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


Deckhandler

Starting location: Plaza

Heggel wrote:

Hand: Sage's Journal, Retainer, Magic Half-Plate, Sage, Cure,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Tussah Silk Coat, Mace, Chronicler, Magical Child, Blessing of the Gods II, Blessing of the Spellbound, Blessing of the Gods, Holy Light, Fire Snake, Bestiary of Garund
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Setup: After building the locations, shuffle a new ally into each.

During This Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster

Scenario's Harrow Suit: Books (The Vision)
Scenario's #: 1

Additional Rules:

Scourges
Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Story Banes:

Proxy A: Dangerous Sales (Closing Henchman)

Spoiler:
Dangerous Sale
Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Zombie Minions (Danger)

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

Summons:

Acquired Cards:

The Vision (Blessing 1)

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

1x Blessing 1

Random Monsters:

Monster 1
Spoiler:
Crocodile
Core Monster 1
Traits: Animal Aquatic
To Defeat: Combat 11 Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

Monster 2

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

Monster 3

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

Monster 4

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.

Monster 5

Spoiler:
Dire Boar
Core Monster 1
Traits: Animal
To Defeat: Combat 10 THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

Random Barriers:

Barrier 1
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.

Barrier 2

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.

Barrier 3

Spoiler:
Imps and House Drakes
CotCT Barrier 0
Traits: Devil Dragon Outsider Skirmish
To Defeat: Combat 10 OR Arcane Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.

Barrier 4

Spoiler:
Warband
Core Barrier 1
Traits: Skirmish Veteran Trigger
To Defeat: None
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.

Barrier 5

Spoiler:
Mob of Undead
Core Barrier 1
Traits: Skirmish Undead
To Defeat: None
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

Random Weapons:

Weapon 1
Spoiler:
Throwing Axe
Core Weapon 0
Traits: Axe Melee Ranged Slashing
To Acquire: Strength Dexterity Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.

Weapon 2

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

Weapon 3

Spoiler:
Sword Cane
CotCT Weapon 0
Traits: Bludgeoning Finesse Melee Staff
To Acquire: Strength Melee Stealth 6
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.

Weapon 4

Spoiler:
Returning Throwing Axe
Core Weapon 1
Traits: Axe Magic Melee Ranged Slashing
To Acquire: Strength Dexterity Melee Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

Weapon 5

Spoiler:
Kukri
CotCT Weapon 0
Traits: Finesse Knife Melee Slashing
To Acquire: Strength Acrobatics Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

Random Spells:

Spell 1
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.

Spell 2

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

Spell 3

Spoiler:
Detect Evil
Core Spell 0
Traits: Divine Magic
To Acquire: Wisdom Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spell 4

Spoiler:
Revitalize
Core Spell 0
Traits: Divine Magic Healing
To Acquire: WisdomDivine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spell 5

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

Random Armor:

Armor 1
Spoiler:
Chain Shirt
Core Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Armor 2

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

Armor 3

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

Armor 4

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

Armor 5

Spoiler:
Hide Armor
Core Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

Random Items:

Item 1
Spoiler:
Caltrops
Core Item 0
Traits: Object
To Acquire: Dexterity Disable 4
When a local character encounters a monster, discard; they evade it.

Item 2

Spoiler:
Staff of Minor Healing
Core Item 1
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 7
Recharge to heal a local character a card.

Item 3

Spoiler:
Thieves' Tools
Core Item 0
Traits: Tool
To Acquire: Dexterity Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

Item 4

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

Item 5

Spoiler:
Acid Flask
Core Item 0
Traits: Acid Alchemical Attack Liquid
To Acquire: Intelligence Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Random Allies:

Ally 1
Spoiler:
Bound Imp
CotCT Ally 1
Traits: Devil Outsider
To Acquire: Intelligence Wisdom Arcane Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Ally 2

Spoiler:
Archer
Core Ally 0
Traits: Human Ranger
To Acquire: Charisma Diplomacy Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

Ally 3

Spoiler:
Acadamae Student
CotCT Ally 0
Traits: Human Wizard
To Acquire: Intelligence Arcane 3 OR Charisma Diplomacy 6
On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
Discard to explore. This exploration, on your first Arcane check, add 1d4.

Ally 4

Spoiler:
Troubadour
Core Ally 0
Traits: Bard Human
To Acquire: Charisma Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

Ally 5

Spoiler:
Horse
Core Ally 0
Traits: Animal Mount
To Acquire: Wisdom Charisma Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.

Random Blessings:

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

Blessing 2

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.

Blessing 3

Spoiler:
The Rakshasa
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire: Intelligence Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.

Blessing 4

Spoiler:
The Theater
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Blessing 5

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

Turn: 1 Agna/Gimry

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

Cards Remaining in Hourglass: 29

Hourglass:

Turn 2 Maznar/Bigguyinblack

Spoiler:
The Marriage
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire: Charisma Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

Turn 3 Zvarbel/wkover

Spoiler:
The Tyrant
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 4 Heggal/Grimsnik

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

Turn 5 Agna/Gimry

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

Turn 6 Maznar/Bigguyinblack

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.

Turn 7 Zvarbel/wkover

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.

Turn 8 Heggal/Grimsnik

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.

Turn 9 Agna/Gimry

Spoiler:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 10 Maznar/Bigguyinblack

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 11 Zvarbel/wkover

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 12 Heggal/Grimsnik

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 13 Agna/Gimry

Spoiler:
The Courtesan
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire: Charisma Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Turn 14 Maznar/Bigguyinblack

Spoiler:
The Twin
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 15 Zvarbel/wkover

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 16 Heggal/Grimsnik

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

Turn 17 Agna/Gimry

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.

Turn 18 Maznar/Bigguyinblack

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.

Turn 19 Zvarbel/wkover

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 20 Heggal/Grimsnik

Spoiler:
The Joke
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 21 Agna/Gimry

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

Turn 22 Maznar/Bigguyinblack

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 23 Zvarbel/wkover

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

Turn 24 Heggal/Grimsnik

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 25 Agna/Gimry

Spoiler:
Incitation
Core Blessing 0
Traits: Arcane Divine
When this is the hour: No effect.
To Acquire: Arcane Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.

Turn 26 Maznar/Bigguyinblack

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 27 Zvarbel/wkover

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 28 Heggal/Grimsnik

Spoiler:
The Empty Throne
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 29 Agna/Gimry

Spoiler:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 30 Maznar/Bigguyinblack

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

Den Of Iniquity
Traits: Urban
At This Location (Open): When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Den Of Iniquity Card 1:
Burglar
CotCT Ally 0
Traits: Human Trigger
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 2:
Sage's Journal
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Den Of Iniquity Card 3:
Merchant
CotCT Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 4:
Pit Trap
Core Barrier 0
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Den Of Iniquity Card 5:
Wand of Acid Burst
CotCT Item 1
Traits: Acid Arcane Attack Magic Wand
To Acquire: Intelligence Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Den Of Iniquity Card 6:
Cat
Core Ally 0
Traits: Animal
To Acquire: Wisdom Arcane Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 7:
Demonling
Core Monster 1
Traits: Demon Outsider
To Defeat: Combat 8 OR Arcane Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 8:
Half-plate
Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Den Of Iniquity Card 9:
Dagger
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Den Of Iniquity Card 10:
Henchman Proxy A5
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 11:
Mountebank
CotCT Barrier 0
Traits: Task
To Defeat: Wisdom Diplomacy Stealth 6
If undefeated, bury the top card of your deck.

Plaza
Traits: Urban
At This Location (Open): When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Maznar/Bigguyinblack, Heggal/Grimsnik, Zvarbel/wkover

Plaza Card 1:
Clockwork Servant
Core Ally 1
Traits: Construct
To Acquire: Intelligence Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Plaza Card 2:
Henchman Proxy A4
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 3:
Crowbar
Core Item 0
Traits: Tool
To Acquire: Strength Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
Plaza Card 4:
Boggart
Core Monster 1
Traits: Fey
To Defeat: Knowledge Perception 4 THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Plaza Card 5:
Tangle of Debris
CotCT Barrier 1
Traits: Obstacle
To Defeat: Dexterity Acrobatics 5 OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Plaza Card 6:
Acid-spraying Skull
CotCT Barrier 1
Traits: Acid Trap
To Defeat: Dexterity Acrobatics Disable Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Plaza Card 7:
Lookout
Core Ally 0
Traits: Elf Hireling
To Acquire: Charisma Diplomacy Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
Plaza Card 8:
Cape of Escape
Core Item 1
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
Plaza Card 9:
Bolas
CotCT Weapon 0
Traits: Chain Ranged
To Acquire: Dexterity Ranged 5
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
Plaza Card 10:
Confusion
Core Spell 0
Traits: Arcane Divine Magic Mental
To Acquire: Intelligence Wisdom Arcane Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Plaza Card 11:
Light Shield
Core Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.

Alley
Traits: Urban
At This Location (Open): When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Alley Card 1:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 2:
Sage
Core Ally 0
Traits: Arcanist Human
To Acquire: Charisma Diplomacy Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 3:
Bodyguard
Core Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 4:
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.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 5:
Candlelight
CotCT Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Alley Card 6:
Spider Swarm
CotCT Monster 1
Traits: Swarm Vermin
To Defeat: Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 7:
Priest of Abadar
CotCT Ally 1
Traits: Cleric Halfling
To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 8:
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.
Alley Card 9:
Holy Symbol
CotCT Item 0
Traits: Accessory Magic
To Acquire: Wisdom Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Alley Card 10:
Starknife
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Alley Card 11:
Mist Horn
CotCT Item 1
Traits: Instrument Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Shop
Traits: Urban
At This Location (Open): When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Shop Card 1:
Wand of Force Missile
CotCT Item 1
Traits: Arcane Attack Force Magic Wand
To Acquire: Intelligence Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
Location: When you fail to acquire a boon, you may shuffle it into the location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Shop Card 2:
Cutpurse Gang
CotCT Barrier 0
Traits: Obstacle
To Defeat: Wisdom Perception Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Shop 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.
Shop Card 4:
Benefaction
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Diplomacy Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Location: When you fail to acquire a boon, you may shuffle it into the location.
Shop Card 5:
Detect Magic
Core Spell 0
Traits: Arcane Magic Divine
To Acquire: Intelligence Wisdom Arcane Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
Location: When you fail to acquire a boon, you may shuffle it into the location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Shop Card 6:
Horn of Battle Clarity
CotCT Item 0
Traits: Instrument Magic
To Acquire: Charisma Melee Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Location: When you fail to acquire a boon, you may shuffle it into the location.
Shop Card 7:
Tinker
Core Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Location: When you fail to acquire a boon, you may shuffle it into the location.
Shop Card 8:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shop Card 9:
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.
Shop Card 10:
Seeking Shortbow
Core Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Location: When you fail to acquire a boon, you may shuffle it into the location.
Shop Card 11:
Studded Leather Armor
CotCT Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Location: When you fail to acquire a boon, you may shuffle it into the location.

Tavern
Traits: Urban
At This Location (Open): You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: Agna/Gimry

Tavern Card 1:
Bloodscent
CotCT Spell 1
Traits: Arcane Magic Divine
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Tavern Card 2:
Craftsman
CotCT Ally 1
Traits: Dwarf Hireling
To Acquire: Charisma Diplomacy 6 OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Tavern Card 3:
Plaguebearer
CotCT Monster 1
Traits: Aberration Disease
To Defeat: Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Tavern Card 4:
Ratling
CotCT Monster 1
Traits: Aberration
To Defeat: Combat 9 Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Tavern Card 5:
Priest of Asmodeus
CotCT Ally 1
Traits: Cleric Human
To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Tavern Card 6:
Spiked Gauntlet
CotCT Item 0
Traits: Accessory Piercing
To Acquire: Strength Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Tavern Card 7:
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.
Tavern Card 8:
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.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Tavern Card 9:
Ill Tidings
CotCT Barrier 1
Traits: Curse
To Defeat: None
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Tavern Card 10:
Plague Mask
CotCT Item 0
Traits: Accessory
To Acquire: Intelligence Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Tavern Card 11:
Frog
Core Ally 0
Traits: Animal
To Acquire: Wisdom Fortitude Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

========================
Agna starts her turn.
Hour: Irori's Mastery
Hour Power:On your blessed check, you may reroll any dice showing 1.
Location: Tavern
Location Power: You may recharge an ally to explore.
Scenario Powers:
When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster

Missed the memo about starting in the Plaza, so I will move there at the start of my turn.

As I begin to head to the Tavern, a large commotion over in the Plaza catches my eye and I head over there to see what the fuss is about. As soon as I get there, I see a horde of zombies begin to fan out and assault the city. Forcing people to take their trinkets.. Or else....

Location Power - Clockwork Servant (Ally 1). Random Ally 1 - Bound Imp (Ally 1). Take the Bound Imp

Bound Imp:

CotCT Ally 1
Traits: Devil Outsider
To Acquire: Intelligence Wisdom Arcane Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Looking around the plaza, Squeekers notices an Imp abandoned in a cage nearby.

Wisdom 6: 1d8 + 1d4 + 1d8 ⇒ (6) + (3) + (4) = 13

Roll Details:

Wisdom - 1d8
Maznar's Aid - 1d4
Blessed - 1d8

Discard Prayer to bless

"What do you think Squeekers? Shall we take him with us?"

"Oink"

"I agree. Come little fellow let's find out what happened to make all these undead go crazy."

Recharge Imp to draw Incitation
Recharge Squeekers(Pig) to explore using my power, not the locations.

Henchman Proxy A4 (Dangerous Sale):

Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Zombie Minions (Danger)

Zombie Minions:

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

Combat(Melee) 9: 1d10 + 2 + 1 + 1d4 + 1d4 ⇒ (8) + 2 + 1 + (2) + (2) = 15

Roll Details:

Combat(Melee) - 1d10+2
Spiked Gauntlet - 1
Reload - 1d4
Maznar's Aid - 1d4

Spiked Gauntlets are useless I just realized. I guess I'll be taking an Item 0 upgrade at some point...

Combat(Melee) 12(11+1): 1d10 + 2 + 1d10 + 1d4 ⇒ (9) + 2 + (9) + (1) = 21

Roll Details:

Combat(Melee) - 1d10+2
Bastard Sword - 1d10
Maznar's Aid - 1d4

I defeated a Monster, so Squeeker lets me heal a card, so heal Prayer.

As I free the Imp, one of the Zombie salesmen gets a little pushy with their wares. After brandishing my gauntlet and sword, the Zombie backs off.

Dangerous Sale: 1d6 ⇒ 1

In the zombies haste to leave, he drops a weapon on the ground.

Location Power - Random Weapon 1 - Throwing Axe (Weapon 0), Random Weapon 2 - Cruel Longsword (Weapon 1). Take the Longsword

Cruel Longsword:

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

Melee 10: 1d10 + 2 + 1d4 ⇒ (6) + 2 + (2) = 10

Roll Details:

Combat - 1d10+2
Maznar's Aid - 1d4

Going to risk this one, don't want to use the resources I'll need for the close.

This sword will do just fine for the journey ahead.

As the zombie takes off, I notice that the shops are beginning to look at us funny and start closing up.

Charisma 6(5+1): 1d6 + 1d4 + 1d6 ⇒ (1) + (4) + (6) = 11

Roll Details:

Charisma - 1d6
Maznar's Aid - 1d4
Blessed - 1d6

I try to assure the townspeople that we're there to help, but they want nothing more to do with us.

Plaza is closed
WPC - I'll recharge my Bastard Sword

I'll move to wherever Maznar is going and then examine the top card at the end of my turn.

"

Agna wrote:

Hand: Cruel Longsword, Spiked Gauntlet, Bagheera (Snow Leopard), Spike (Porcupine), Squeeker (Pig),

Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: Tavern
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 6-1A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Longsword, Prayer, Warhammer, Balmberry, Blessing of the Gods(2), Blessing of the Gods, Heavy Shield, Squaker (Crow), Bound Imp, Main-Gauche
Recharged: Bastard Sword,
Discard Pile: Incitation,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top card of your location deck.

"

End of Turn Summary:
Used Random Ally 1
Used Random Weapon 1 and 2
Closed the Plaza
Got a weapon 1 and an Ally 1
Follow Maznar and examine the top card at the end of my turn. Cruel Longsword and Spike in hand if needed for the examine


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Call Weapon recovery.

Arc 6: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (4) = 14 - recharged

Zvarbel wrote:

Hand: Apprentice, Fire Snake, Pyrotechnic Blast, Steal Book, Gallivance, Magus Arcana,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: With permission, Steal Book will be used to grab the first Arcane level 1 spell encountered."

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Move with Maznar (Tavern?) when Plaza closes.


Deck Handler

On Plaza close we all move to Tavern.

The Marriage: When this is the hour: At the start of your turn, summon and encounter an ally.

random ally #2 Archer:

Core Ally 0
Traits: Human Ranger
To Acquire: Charisma Diplomacy Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

charisma 4 revealing an animal for my power: 1d6 + 1d4 ⇒ (6) + (2) = 8

Tavern Card 1: Bloodscent:

CotCT Spell 1
Traits: Arcane Magic Divine
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

divine 7 revealing an animal for my power: 1d10 + 1d4 + 3 ⇒ (6) + (1) + 3 = 10

Location effect, Recharge Archer to explore.

Tavern Card 2: Craftsman:

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

charisma 6 revealing an animal for my power: 1d6 + 1d4 ⇒ (5) + (1) = 6

Location effect recharge Craftsman to explore.

Tavern Card 3: Plaguebearer:

CotCT Monster 1
Traits: Aberration Disease
To Defeat: Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.

fortitude 7 revealing an animal for my power: 1d8 + 1d4 + 1 ⇒ (4) + (4) + 1 = 9

combat 15 revealing Scythe (Core). discarding Blessing of Gorum to double bless, revealing an animal for my power: 3d8 + 1d10 + 1d4 ⇒ (2, 6, 2) + (9) + (4) = 23

Display Magic Leather Armor (Core). End of turn effect doesn't trigger. End turn.

Maznar wrote:

Hand: Scythe (Core), Fireblade, Bloodscent, Holy Water (Core), Crow (Core), Frozen Touch,

Displayed: Magic Leather Armor (Core),
Deck: 10 Discard: 1 Buried: 0
"Current Location: Tavern
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Bloodscent: On a local Knowledge, Perception, or Survival check, banish to add 1d10.

Holy Water (Core): When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Balmberry, Blessing of the Gods 1, Cure, Porcupine (Core), Blessing of the Gods 2, The Midwife, Divine Insight, Mastiff
Recharged: Archer, Craftsman,
Discard Pile: Blessing of Gorum,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☐ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Tavern cards 1 and 2 acquired. Card 3 banished.

Random ally #2 Archer acquired.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

As the eldest in a family of 8 children, Zvarbel's name was consistently mangled in the mouths of dwarven babes. Before long, "Beezle" (or "Beez") was selected as a moniker that could be managed by most.

Give Pyrotechnic Blast to Heggal.

"Poor chap, have an arcane pick-me-up!"

Explore Tavern card 4: Ratling. Which other character encounters it first? (1=Agna): 1d3 ⇒ 1 - Agna.

A diseased rat pack swarms into the main room of the tavern from the pantry. Ick.

"Agna, you wanna join me in flattening rodents? My muscles could use the exercise!"

Combat 9 w/ Gallivance, Maznar: 1d10 + 1d6 + 1 + 1d4 ⇒ (2) + (6) + 1 + (1) = 10 - Ratling defeated

Zvarbel wrote:

Hand: Apprentice, Fire Snake, Steal Book, Gallivance, Magus Arcana,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: With permission, Steal Book will be used to grab the first Arcane level 1 spell encountered."

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

EOT effect doesn't trigger. Agna encounters a Ratling (Combat 9). Pyrotechnic Blast given to Heggal.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

"Alright, Beez. Lets clean out some rats!"

Combat(Melee) 9: 1d10 + 2 + 1d8 + 1 + 1d4 ⇒ (10) + 2 + (1) + 1 + (1) = 15

Roll Details:

Combat(Melee) - 1d10+2
Cruel Longsword - 1d8+1
Maznar's Aid - 1d4

"Rats extinguished. We might want to watch what we order from here though."


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Setup: After building the locations, shuffle a new ally into each.

During This Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster

Scenario's Harrow Suit: Books (The Vision)
Scenario's #: 1

Additional Rules:

Scourges
Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Story Banes:

Proxy A: Dangerous Sales (Closing Henchman)

Spoiler:
Dangerous Sale
Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Zombie Minions (Danger)

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

Summons:

Acquired Cards:

Archer (Ally 0)

Spoiler:
Archer
Core Ally 0
Traits: Human Ranger
To Acquire: Charisma Diplomacy Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

Bloodscent (Spell 1)

Spoiler:
Bloodscent
CotCT Spell 1
Traits: Arcane Magic Divine
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

Bound Imp (Ally 1)

Spoiler:
Bound Imp
CotCT Ally 1
Traits: Devil Outsider
To Acquire: Intelligence Wisdom Arcane Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Craftsman (Ally 1)

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

Cruel Longsword (Weapon 1)

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

1x Weapon 1
1x Spell 1
2x Ally 1
1x Ally 0

Random Monsters:

Monster 1
Spoiler:
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.

Monster 2

Spoiler:
Crocodile
Core Monster 1
Traits: Animal Aquatic
To Defeat: Combat 11 Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

Monster 3

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

Monster 4

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

Monster 5

Spoiler:
Rat Swarm
Core Monster 0
Traits: Animal Swarm
To Defeat: Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.

Random Barriers:

Barrier 1
Spoiler:
Symbol of Sleep
Core Barrier 1
Traits: Magic Trap
To Defeat: Intelligence Wisdom Arcane Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

Barrier 2

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

Barrier 3

Spoiler:
Warband
Core Barrier 1
Traits: Skirmish Veteran Trigger
To Defeat: None
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.

Barrier 4

Spoiler:
Mob of Undead
Core Barrier 1
Traits: Skirmish Undead
To Defeat: None
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

Barrier 5

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.

Random Weapons:

Weapon 1
Spoiler:
Scythe
CotCT Weapon 0
Traits: 2-Handed Melee Scythe Slashing
To Acquire: Strength Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 2

Spoiler:
Battleaxe
Core Weapon 0
Traits: Axe Melee
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

Weapon 3

Spoiler:
Sword Cane
CotCT Weapon 0
Traits: Bludgeoning Finesse Melee Staff
To Acquire: Strength Melee Stealth 6
For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
At the end of your turn, recharge to move.

Weapon 4

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

Weapon 5

Spoiler:
Longsword
Core Weapon 0
Traits: Melee Sword
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

Random Spells:

Spell 1
Spoiler:
Force Missile
Core Spell 0
Traits: Arcane Attack Force Magic
To Acquire: Intelligence Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Spell 2

Spoiler:
Deflect
Core Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

Spell 3

Spoiler:
Lightning Touch
Core Spell 0
Traits: Arcane Attack Electricity Magic
To Acquire: Intelligence Arcane 4
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

Spell 4

Spoiler:
Locate Object
Core Spell 1
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Spell 5

Spoiler:
Remove Disease
CotCT Spell 1
Traits: Divine Magic Healing
To Acquire: WisdomDivine 8
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

Random Armor:

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

Armor 2

Spoiler:
Leather Armor
Core Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.

Armor 3

Spoiler:
Klar
CotCT Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude Melee Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 4

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

Armor 5

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

Random Items:

Item 1
Spoiler:
Elixir of Love
CotCT Item 0
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.

Item 2

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

Item 3

Spoiler:
Luckstone
Core Item 0
Traits: Magic Object
To Acquire: Wisdom Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.

Item 4

Spoiler:
Spyglass
Core Item 0
Traits: Object
To Acquire: Wisdom Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.

Item 5

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

Random Allies:

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

Ally 2

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

Ally 3

Spoiler:
Dog
Core Ally 0
Traits: Animal
To Acquire: Wisdom Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.

Ally 4

Spoiler:
Lookout
Core Ally 0
Traits: Elf Hireling
To Acquire: Charisma Diplomacy Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.

Ally 5

Spoiler:
Bat
Core Ally 0
Traits: Animal
To Acquire: Wisdom Perception Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

Random Blessings:

Blessing 1
Spoiler:
Benefaction
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Diplomacy Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.

Blessing 2

Spoiler:
The Eclipse
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Blessing 3

Spoiler:
The Waxworks
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Blessing 4

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

Blessing 5

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.

Turn: 4 Heggal/Grimsnik

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

Cards Remaining in Hourglass: 26

Hourglass:

Turn 5 Agna/Gimry

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

Turn 6 Maznar/Bigguyinblack

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.

Turn 7 Zvarbel/wkover

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.

Turn 8 Heggal/Grimsnik

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.

Turn 9 Agna/Gimry

Spoiler:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 10 Maznar/Bigguyinblack

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 11 Zvarbel/wkover

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 12 Heggal/Grimsnik

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 13 Agna/Gimry

Spoiler:
The Courtesan
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire: Charisma Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Turn 14 Maznar/Bigguyinblack

Spoiler:
The Twin
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 15 Zvarbel/wkover

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 16 Heggal/Grimsnik

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

Turn 17 Agna/Gimry

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.

Turn 18 Maznar/Bigguyinblack

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.

Turn 19 Zvarbel/wkover

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 20 Heggal/Grimsnik

Spoiler:
The Joke
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 21 Agna/Gimry

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

Turn 22 Maznar/Bigguyinblack

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 23 Zvarbel/wkover

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

Turn 24 Heggal/Grimsnik

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 25 Agna/Gimry

Spoiler:
Incitation
Core Blessing 0
Traits: Arcane Divine
When this is the hour: No effect.
To Acquire: Arcane Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.

Turn 26 Maznar/Bigguyinblack

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 27 Zvarbel/wkover

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 28 Heggal/Grimsnik

Spoiler:
The Empty Throne
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 29 Agna/Gimry

Spoiler:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 30 Maznar/Bigguyinblack

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

Den Of Iniquity
Traits: Urban
At This Location (Open): When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Den Of Iniquity Card 1:
Burglar
CotCT Ally 0
Traits: Human Trigger
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 2:
Sage's Journal
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Den Of Iniquity Card 3:
Merchant
CotCT Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 4:
Pit Trap
Core Barrier 0
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Den Of Iniquity Card 5:
Wand of Acid Burst
CotCT Item 1
Traits: Acid Arcane Attack Magic Wand
To Acquire: Intelligence Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Den Of Iniquity Card 6:
Cat
Core Ally 0
Traits: Animal
To Acquire: Wisdom Arcane Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 7:
Demonling
Core Monster 1
Traits: Demon Outsider
To Defeat: Combat 8 OR Arcane Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 8:
Half-plate
Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Den Of Iniquity Card 9:
Dagger
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Den Of Iniquity Card 10:
Henchman Proxy A5
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 11:
Mountebank
CotCT Barrier 0
Traits: Task
To Defeat: Wisdom Diplomacy Stealth 6
If undefeated, bury the top card of your deck.

Alley
Traits: Urban
At This Location (Open): When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Alley Card 1:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 2:
Sage
Core Ally 0
Traits: Arcanist Human
To Acquire: Charisma Diplomacy Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 3:
Bodyguard
Core Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 4:
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.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 5:
Candlelight
CotCT Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Alley Card 6:
Spider Swarm
CotCT Monster 1
Traits: Swarm Vermin
To Defeat: Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 7:
Priest of Abadar
CotCT Ally 1
Traits: Cleric Halfling
To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 8:
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.
Alley Card 9:
Holy Symbol
CotCT Item 0
Traits: Accessory Magic
To Acquire: Wisdom Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Alley Card 10:
Starknife
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Alley Card 11:
Mist Horn
CotCT Item 1
Traits: Instrument Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Shop
Traits: Urban
At This Location (Open): When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Shop Card 1:
Wand of Force Missile
CotCT Item 1
Traits: Arcane Attack Force Magic Wand
To Acquire: Intelligence Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
Location: When you fail to acquire a boon, you may shuffle it into the location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Shop Card 2:
Cutpurse Gang
CotCT Barrier 0
Traits: Obstacle
To Defeat: Wisdom Perception Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Shop 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.
Shop Card 4:
Benefaction
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Diplomacy Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Location: When you fail to acquire a boon, you may shuffle it into the location.
Shop Card 5:
Detect Magic
Core Spell 0
Traits: Arcane Magic Divine
To Acquire: Intelligence Wisdom Arcane Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
Location: When you fail to acquire a boon, you may shuffle it into the location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Shop Card 6:
Horn of Battle Clarity
CotCT Item 0
Traits: Instrument Magic
To Acquire: Charisma Melee Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.
Location: When you fail to acquire a boon, you may shuffle it into the location.
Shop Card 7:
Tinker
Core Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Location: When you fail to acquire a boon, you may shuffle it into the location.
Shop Card 8:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shop Card 9:
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.
Shop Card 10:
Seeking Shortbow
Core Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Location: When you fail to acquire a boon, you may shuffle it into the location.
Shop Card 11:
Studded Leather Armor
CotCT Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Location: When you fail to acquire a boon, you may shuffle it into the location.

Tavern
Traits: Urban
At This Location (Open): You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Agna/Gimry, Maznar/Bigguyinblack, Heggal/Grimsnik, Zvarbel/wkover

Tavern Card 1:
Priest of Asmodeus
CotCT Ally 1
Traits: Cleric Human
To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Tavern Card 2:
Spiked Gauntlet
CotCT Item 0
Traits: Accessory Piercing
To Acquire: Strength Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Tavern Card 3:
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.
Tavern 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.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Tavern Card 5:
Ill Tidings
CotCT Barrier 1
Traits: Curse
To Defeat: None
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Tavern Card 6:
Plague Mask
CotCT Item 0
Traits: Accessory
To Acquire: Intelligence Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.
Tavern Card 7:
Frog
Core Ally 0
Traits: Animal
To Acquire: Wisdom Fortitude Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.


Deckhandler

Hourglass: Prayer- When this is the hour: No effect

Heggel yells out "who's here to party!" Looking over he spots a Priest of Asmodeus. Divine 5: 1d8 + 2 + 1d4 + 1d4 ⇒ (1) + 2 + (1) + (3) = 7 Reveal Sage and Maznar reveals Crow. recharge Sage to explore.

"Groovy," states the halfling after finding a Spiked Gauntlet. Melee 4: 1d8 + 2 + 1d4 + 1d4 ⇒ (6) + 2 + (1) + (4) = 13 Reveal Priest of Asmodeus and Maznar reveals Crow.recharge Retainer to explore.

Heggel notices some shady individuals in the back of the tavern. He then realizes they are zombies. Combat 9: 1d8 + 2 + 1d4 + 1d4 + 1 ⇒ (7) + 2 + (4) + (3) + 1 = 17 Reveal Priest of Asmodeus and Spiked Gauntlet then Maznar reveals Crow.
Combat 11+1: 1d8 + 2 + 2d4 + 1d4 + 1d4 + 1 + 1d4 ⇒ (2) + 2 + (3, 4) + (4) + (4) + 1 + (4) = 24 Reveal Priest of Asmodeus and Pyrotechnic Blast then Maznar reveals Crow. Reveal Sage's Journal

Boon type: 1d6 ⇒ 5 Ally
Droogami Wisdom 6: 1d8 + 1d4 + 1d4 ⇒ (1) + (3) + (1) = 5

Everyone grabs their buddy and heads out. Heggel reveals Priest of Asmodus, Maznar reveals crow, Agna reveals pig, and Zvarbel reveals apprentice to close Tavern. Everyone heals a card.

EOT- Recharge pyrotechnic blast divine 10: 1d8 + 2 + 1d4 + 1d4 ⇒ (5) + 2 + (1) + (3) = 11
Defeated monster and acquired a boon so no EOT roll.

Heggel wrote:

Hand: Spiked Gauntlet, Cure, Magic Half-Plate, Droogami, Priest of Asmodeus,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Blessing of the Gods, Mace, Tussah Silk Coat, Bestiary of Garund, Fire Snake, Chronicler, Blessing of the Gods II, Holy Light, Magical Child
Recharged: Sage, Retainer, Pyrotechnic Blast,
Discard Pile: Sage's Journal,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Tavern closed
Everyone heals one card. Everyone moves to where Agna wants to go.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

OFF-TURN ACTIONS:
Heal Incitation and shuffle my deck
"========================
Agna starts her turn.
Hour: Iomedae’s Justice
Hour Power:On your check against an Outsider card, add 1d4.
Location: Shop
Location Power: When you fail to acquire a boon, you may shuffle it into the location.
Scenario Powers:
When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster
"

With the Tavern shutting down for the day, we decide to head off to the Shop.

Move to Shop

Wand of Force Missile:

CotCT Item 1
Traits: Arcane Attack Force Magic Wand
To Acquire: Intelligence Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
Location: When you fail to acquire a boon, you may shuffle it into the location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

Intelligence 6: 1d4 + 1d4 ⇒ (3) + (1) = 4

Roll Details:

Intelligence - 1d4
Maznar's Aid - 1d4

Banish the Wand

Recharge Spike to explore again

Cutpurse Gang:

CotCT Barrier 0
Traits: Obstacle
To Defeat: Wisdom Perception Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.

Perception 5: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (4) = 13

Roll Details:

Perception - 1d8+3
Maznar's Aid - 1d4

As we enter the Shops, Spike notices a gang of cutpurse trying to steal from the merchants.

Recharge Squeeker to explore again

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.

Melee 11(10+1): 1d10 + 2 + 1d4 ⇒ (4) + 2 + (1) = 7

Roll Details:

Combat - 1d10+2
Maznar's Aid - 1d4

Unfortunately, Squeeker led us right to a locked door in the back of the Shop. To door proves too sturdy for me to handle, hopefully one of my companions can take care of it.

Everyone is Entangled, and the locked door is reloaded. My end of turn Examine just reveals the Locked Door

"

Agna wrote:

Hand: Cruel Longsword, Longsword, Spiked Gauntlet, Bagheera (Snow Leopard), Squaker (Crow),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Shop
Hero Points: 0 // Agna has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.


NOTES:
Other: Paizo reroll used for scenario 6-1A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of the Gods(2), Bastard Sword, Main-Gauche, Balmberry, Prayer, Warhammer, Bound Imp, Heavy Shield, Incitation
Recharged: Spike (Porcupine), Squeeker (Pig),
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top card of your location deck.

"

End of Turn Summary:
Cleared top 2 cards of the Shop.
Locked Door is Reloaded into location
Everyone must make a Wis/Perception/Stealth 5 check or discard a card
Everyone is entangled


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Wis 5 w/ Maznar: 1d6 + 1d4 ⇒ (6) + (2) = 8 - pass, no card discard

Will bury Steal Book to avenge locked door.

Disable 7 (6+1) w/ Maznar: 1d8 + 2 + 1d4 ⇒ (3) + 2 + (4) = 9 - barrier defeated and added to hand

Beez looks under the mat, behind the counter, and inside the register for the key to the locked door.

She finally bashes the door from its hinges, and then - feeling guilty - leaves a stack of coins for the owner to replace the frame.

Zvarbel wrote:

Hand: Apprentice, Fire Snake, Locked Door, Gallivance, Magus Arcana,

Displayed:
Deck: 10 Discard: 0 Buried: 1
Hero Points: 0

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Agna examines card 4 instead of Locked Door: Benefaction blessing.


Deck Handler

wisdom 5 vs Cutpurse Gang revealing an animal for my power: 1d10 + 1d4 ⇒ (3) + (2) = 5

During Agna's turn discard Frozen Touch to search my deck for Mastiff and put it into my hand.

Calistria's Sting: When this is the hour: You may avenge by discarding a card.

Pass Mastiff to Agna.

Shop Card 4: Benefaction:

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

divine 5 revealing an animal: 1d10 + 1d4 + 3 ⇒ (6) + (2) + 3 = 11

Discard Benefaction to explore.

Shop Card 5: Detect Magic:

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

Auto acquire. Cast Detect Magic to examine the next card: Horn of Battle Clarity. Not magic. End turn and acquired a boon so no scenario effect.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Detect Magic: Divine 5: 1d10 + 1d4 + 3 ⇒ (6) + (2) + 3 = 11 -> Detect Magic recharged discarded.

Maznar resets their hand.

Maznar wrote:

Hand: Scythe (Core), Fireblade, Bloodscent, Holy Water (Core), Crow (Core), Balmberry,

Displayed: Magic Leather Armor (Core),
Deck: 10 Discard: 2 Buried: 0
"Current Location: Shop
Hero Points: 0 // Maznar has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.

"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Bloodscent: On a local Knowledge, Perception, or Survival check, banish to add 1d10.

Holy Water (Core): When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Gorum, Divine Insight, Archer, Cure, The Midwife, Blessing of the Gods 1, Blessing of the Gods 2, Porcupine (Core), Craftsman
Recharged: Detect Magic,
Discard Pile: Frozen Touch, Benefaction,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☐ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Shop cards 4 and 5 acquired. Card 6 examined.

Passed Mastiff to Agna.


Deckhandler

OOT- Wisdom 5: 1d8 + 1d4 + 1d4 ⇒ (7) + (4) + (4) = 15 Reveal Priest of Asmodeus and Maznar reveals animal.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Hour: Pharasma's Knowing. On your check against an Undead card, add 1d6.

Encounter revealed Horn.

Cha 6 w/ Maznar: 1d6 + 1d4 ⇒ (2) + (1) = 3 - fail, banished

Intrigued by a brass horn on the wall, Beezle grabs it and blows three mighty lungfulls of air - shattering it to pieces. Sheepishly, she leaves the remains on the counter with a second stack of coins.

Discard Apprentice to explore, encounter Tinker (ally 1).

Dis 6 w/ Maznar: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5 - reload cohort to reroll d8

Dis 6 w/ Maznar: 1d8 + 3 ⇒ (1) + 3 = 4 - fail, now using Paizo reroll

Dis 6 w/ Maznar: 1d8 + 3 ⇒ (2) + 3 = 5 - fail, per scenario have to recharge a card (Fire Snake) and discard a card (Locked Door)

Tinker shuffled back into the Shop.

A mechanical specialist stumbles into the shop, half in the bag from the neighboring tavern.

"Sorry, sir," Beez notes sternly, "but this is a respectable establishment." The stout dwarf escorts him quickly out the door.

EOT roll?: 1d6 ⇒ 5 - barrier (Symbol of Sleep, random card 1)

Arc 8 w/ Maznar: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12 - barrier defeated

Zvarbel wrote:

Hand: Magus Arcana, Blessing of the Spellbound 1, Longsword, Rapier, Gallivance,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Hero Points: 0

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? y

Tinker (ally 1) shuffled back into the Shop.


Deckhandler

Hourglass: Cayden Cailean's Revelry- When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.

SOT- Hand Agna Droogami (c)

Explore: card: 1d5 + 6 ⇒ (5) + 6 = 11 Shop Card 11: Studded Leather Armor
Constitution 4: 1d6 + 1d4 + 1d4 ⇒ (3) + (4) + (4) = 11

EOT- acquired boon
Discard Spiked Gauntlet and Studded Leather Armor

Heggel wrote:

Hand: Bestiary of Garund, Cure, Magic Half-Plate, Priest of Asmodeus, Holy Light,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mace, Magical Child, Blessing of the Spellbound, Chronicler, Tussah Silk Coat, Fire Snake, Blessing of the Gods, Blessing of the Gods II
Recharged: Sage, Retainer, Pyrotechnic Blast,
Discard Pile: Sage's Journal, Spiked Gauntlet, Studded Leather Armor,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Shop
#11 acquired
Droogami handed to Agna


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Setup: After building the locations, shuffle a new ally into each.

During This Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster

Scenario's Harrow Suit: Books (The Vision)
Scenario's #: 1

Additional Rules:

Scourges
Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Story Banes:

Proxy A: Dangerous Sales (Closing Henchman)

Spoiler:
Dangerous Sale
Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Zombie Minions (Danger)

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

Summons:

Acquired Cards:

Archer (Ally 0)

Spoiler:
Archer
Core Ally 0
Traits: Human Ranger
To Acquire: Charisma Diplomacy Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

Benefaction (Blessing 0)

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

Bloodscent (Spell 1)

Spoiler:
Bloodscent
CotCT Spell 1
Traits: Arcane Magic Divine
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

Bound Imp (Ally 1)

Spoiler:
Bound Imp
CotCT Ally 1
Traits: Devil Outsider
To Acquire: Intelligence Wisdom Arcane Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Craftsman (Ally 1)

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

Cruel Longsword (Weapon 1)

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

Detect Magic (Spell 0)

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

Priest of Asmodeus (Ally 1)

Spoiler:
Priest of Asmodeus
CotCT Ally 1
Traits: Cleric Human
To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.

Spiked Gauntlet (Item 0)

Spoiler:
Spiked Gauntlet
CotCT Item 0
Traits: Accessory Piercing
To Acquire: Strength Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

Studded Leather Armor (Armor 0)

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

Weapon 1
Spell 10
Armor 0
Item 0
Ally 1110
Blessing 0

Random Monsters:

Monster 1
Spoiler:
Skeleton
Core Monster 0
Traits: Skeleton Undead Veteran
To Defeat: Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.

Monster 2

Spoiler:
Shadow
CotCT Monster 1
Traits: Shadow Undead
To Defeat: Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.

Monster 3

Spoiler:
Plaguebearer
CotCT Monster 1
Traits: Aberration Disease
To Defeat: Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.

Monster 4

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

Monster 5

Spoiler:
Wolf Pack
Core Monster 0
Traits: Animal
To Defeat: Combat 11 OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.

Random Barriers:

Barrier 1
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.

Barrier 2

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

Barrier 3

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

Barrier 4

Spoiler:
Spiked Volley
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Acrobatics Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Mace
Core Weapon 0
Traits: Mace Melee
To Acquire: Strength Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

Weapon 2

Spoiler:
Throwing Axe
Core Weapon 0
Traits: Axe Melee Ranged Slashing
To Acquire: Strength Dexterity Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.

Weapon 3

Spoiler:
Glorious Warhammer
Core Weapon 1
Traits: Bludgeoning Hammer Magic Melee
To Acquire: Strength Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.

Weapon 4

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

Weapon 5

Spoiler:
Sling
Core Weapon 0
Traits: Ranged Sling
To Acquire: Dexterity Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Random Spells:

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

Spell 2

Spoiler:
Cure
Core Spell 0
Traits: Divine Magic Healing
To Acquire: WisdomDivine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spell 3

Spoiler:
Detect Evil
Core Spell 0
Traits: Divine Magic
To Acquire: Wisdom Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spell 4

Spoiler:
Frost Ray
CotCT Spell 1
Traits: Arcane Attack Cold Magic
To Acquire: Intelligence Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

Spell 5

Spoiler:
Locate Object
Core Spell 1
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Random Armor:

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

Armor 2

Spoiler:
Light Shield
Core Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 3

Spoiler:
Leather Armor
Core Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.

Armor 4

Spoiler:
Spiked Breastplate
Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

Armor 5

Spoiler:
Armor of Insults
Core Armor 1
Traits: Light Armor Magic
To Acquire: Constitution Diplomacy Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.

Random Items:

Item 1
Spoiler:
Wand of Force Missile
CotCT Item 1
Traits: Arcane Attack Force Magic Wand
To Acquire: Intelligence Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

Item 2

Spoiler:
Luckstone
Core Item 0
Traits: Magic Object
To Acquire: Wisdom Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.

Item 3

Spoiler:
Plague Mask
CotCT Item 0
Traits: Accessory
To Acquire: Intelligence Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

Item 4

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

Item 5

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

Random Allies:

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

Ally 2

Spoiler:
Archer
Core Ally 0
Traits: Human Ranger
To Acquire: Charisma Diplomacy Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

Ally 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.

Ally 4

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

Ally 5

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

Random Blessings:

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

Blessing 2

Spoiler:
The Juggler
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Blessing 3

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.

Blessing 4

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.

Blessing 5

Spoiler:
The Peacock
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn: 9 Agna/Gimry

Hour: The Bear:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Cards Remaining in Hourglass: 21

Hourglass:

Turn 10 Maznar/Bigguyinblack

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 11 Zvarbel/wkover

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 12 Heggal/Grimsnik

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 13 Agna/Gimry

Spoiler:
The Courtesan
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire: Charisma Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Turn 14 Maznar/Bigguyinblack

Spoiler:
The Twin
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 15 Zvarbel/wkover

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 16 Heggal/Grimsnik

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

Turn 17 Agna/Gimry

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.

Turn 18 Maznar/Bigguyinblack

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.

Turn 19 Zvarbel/wkover

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 20 Heggal/Grimsnik

Spoiler:
The Joke
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 21 Agna/Gimry

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

Turn 22 Maznar/Bigguyinblack

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 23 Zvarbel/wkover

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

Turn 24 Heggal/Grimsnik

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 25 Agna/Gimry

Spoiler:
Incitation
Core Blessing 0
Traits: Arcane Divine
When this is the hour: No effect.
To Acquire: Arcane Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.

Turn 26 Maznar/Bigguyinblack

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 27 Zvarbel/wkover

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 28 Heggal/Grimsnik

Spoiler:
The Empty Throne
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 29 Agna/Gimry

Spoiler:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 30 Maznar/Bigguyinblack

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

Den Of Iniquity
Traits: Urban
At This Location (Open): When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Den Of Iniquity Card 1:
Burglar
CotCT Ally 0
Traits: Human Trigger
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 2:
Sage's Journal
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Den Of Iniquity Card 3:
Merchant
CotCT Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 4:
Pit Trap
Core Barrier 0
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Den Of Iniquity Card 5:
Wand of Acid Burst
CotCT Item 1
Traits: Acid Arcane Attack Magic Wand
To Acquire: Intelligence Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Den Of Iniquity Card 6:
Cat
Core Ally 0
Traits: Animal
To Acquire: Wisdom Arcane Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 7:
Demonling
Core Monster 1
Traits: Demon Outsider
To Defeat: Combat 8 OR Arcane Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 8:
Half-plate
Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Den Of Iniquity Card 9:
Dagger
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Den Of Iniquity Card 10:
Henchman Proxy A5
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 11:
Mountebank
CotCT Barrier 0
Traits: Task
To Defeat: Wisdom Diplomacy Stealth 6
If undefeated, bury the top card of your deck.

Alley
Traits: Urban
At This Location (Open): When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Alley Card 1:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 2:
Sage
Core Ally 0
Traits: Arcanist Human
To Acquire: Charisma Diplomacy Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 3:
Bodyguard
Core Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 4:
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.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 5:
Candlelight
CotCT Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Alley Card 6:
Spider Swarm
CotCT Monster 1
Traits: Swarm Vermin
To Defeat: Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 7:
Priest of Abadar
CotCT Ally 1
Traits: Cleric Halfling
To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 8:
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.
Alley Card 9:
Holy Symbol
CotCT Item 0
Traits: Accessory Magic
To Acquire: Wisdom Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Alley Card 10:
Starknife
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Alley Card 11:
Mist Horn
CotCT Item 1
Traits: Instrument Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Shop
Traits: Urban
At This Location (Open): When you fail to acquire a boon, you may shuffle it into the location.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Agna/Gimry, Maznar/Bigguyinblack, Heggal/Grimsnik, Zvarbel/wkover
Notes: Tinker (Ally 1)

Shop Card 1:
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.
Shop Card 2:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Shop Card 3:
Seeking Shortbow
Core Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Location: When you fail to acquire a boon, you may shuffle it into the location.
Shop Card 4:
Tinker
Core Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Location: When you fail to acquire a boon, you may shuffle it into the location.


Heggal failed to Acquire Droogami on this turn (rolled a 5, difficulty to acquire was 6). Per the scenario power, that means Heggal must recharge a card, then discard a card. Remember that happens before you reset your hand on that turn, and before the heal from closing the location (so you will need to re-do which card was healed, and note that the heal will shuffle back in the card you recharged for the scenario power).

It also means that Agna could not have been passed Droogami.

As a reminder, everyone is still Entangled until Shop is closed.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

OFF-TURN ACTIONS:
Received Mastiff from Maznar
========================
Agna starts her turn.
Hour: The Bear
Hour Power:On your Strength check, add 2.
Location: Shop
Location Power: When you fail to acquire a boon, you may shuffle it into the location.
Scenario Powers:
When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster

As I continue to look around the shop, one of Maznars canine friends come over to hang out with Bagheera.

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.

Knowledge 8(7+1): 1d4 + 1d4 + 1d10 ⇒ (1) + (2) + (7) = 10

Roll Details:

Knowledge - 1d4
Maznar's Aid - 1d4
Bloodscent - 1d10

Draw Spell 1 - Holy Light (Spell 1)

As I ponder over some archaic texts in the back of the store, Maznar points out they look a like an old spell. In fact, he says, they look like they might just be a scroll of Holy Light.

As I finish examining the spell, Maznars Mastiff takes off.

Recharge Mastiff to explore again

Dangerous Sale (Henchman Proxy A3):

Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Zombie Minions:

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

Combat(Melee) 9: 1d10 + 2 + 1d8 + 1d4 ⇒ (7) + 2 + (2) + (3) = 14

Roll Details:

Combat(Melee) - 1d10+2
Longsword - 1d8
Reload - 1d4

Combat(Melee) 12(11+1): 1d10 + 2 + 1d8 + 1 + 1d4 ⇒ (1) + 2 + (3) + 1 + (4) = 11

Roll Details:

Combat(Melee) - 1d10+2
Cruel Longsword - 1d8+1
Maznar's Aid - 1d4

Paizo re-roll the d10

Combat(Melee) 12(11+1): 1d10 + 2 + 3 + 1 + 4 ⇒ (6) + 2 + 3 + 1 + 4 = 16

Dangerous Sale: 1d6 ⇒ 5 =>Ally

Fox:

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

Survival 5 is an Auto with Maznar's Aid

This time one of the crazed zombie salesmen shows up with a caged fox. That zombie never knew what hit them. Animals don't belong in cages.

Charisma 6: 1d6 + 1d4 + 1d6 ⇒ (2) + (2) + (5) = 9

Roll Details:

Charisma - 1d6
Maznar's Aid - 1d4
Blessed - 1d6

My anger quickly turns to rage at the caged fox. Luckily, Heggal is quick to offer a drink and ushers us quickly out of the Shop.

Shuffle Boons here: 1d2 ⇒ 1 Den of Iniquity

Discard Spiked Gauntlet when I reset my hand

Move to Den of Iniquity and do end of turn examine
Random Den Card: 1d13 ⇒ 5
Wand of Acid Burst - (Item 1)

"

Agna wrote:

Hand: Cruel Longsword, Holy Light, Bagheera (Snow Leopard), Squaker (Crow), Fox,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Den Of Iniquity
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 6-1A?: Y

Deck, Discard, Buried:

Reloaded: Longsword,
Middle of Deck (Unknown Order): Blessing of the Gods, Warhammer, Bastard Sword, Incitation, Blessing of the Gods(2), Main-Gauche, Bound Imp, Prayer, Heavy Shield, Balmberry
Recharged: Spike (Porcupine), Squeeker (Pig), Mastiff,
Discard Pile: Spiked Gauntlet,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top card of your location deck.

"

End of Turn Summary:
Closed the Shops
Used Random Spell 1 and Random Ally 1
Used Maznar's Bloodscent
Used Beez Spellbound


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Spellbound discarded for Agna.

Zvarbel wrote:

Hand: Magus Arcana, Longsword, Rapier, Gallivance,

Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 0

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? y

Follow Maznar to new location.


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Setup: After building the locations, shuffle a new ally into each.

During This Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster

Scenario's Harrow Suit: Books (The Vision)
Scenario's #: 1

Additional Rules:

Scourges
Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Story Banes:

Proxy A: Dangerous Sales (Closing Henchman)

Spoiler:
Dangerous Sale
Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Zombie Minions (Danger)

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

Summons:

Acquired Cards:

Archer (Ally 0)

Spoiler:
Archer
Core Ally 0
Traits: Human Ranger
To Acquire: Charisma Diplomacy Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

Benefaction (Blessing 0)

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

Bloodscent (Spell 1)

Spoiler:
Bloodscent
CotCT Spell 1
Traits: Arcane Magic Divine
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

Bound Imp (Ally 1)

Spoiler:
Bound Imp
CotCT Ally 1
Traits: Devil Outsider
To Acquire: Intelligence Wisdom Arcane Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Craftsman (Ally 1)

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

Cruel Longsword (Weapon 1)

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

Detect Magic (Spell 0)

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

Fox (Ally 1)

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

Holy Light (Spell 1)

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

Priest of Asmodeus (Ally 1)

Spoiler:
Priest of Asmodeus
CotCT Ally 1
Traits: Cleric Human
To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.

Spiked Gauntlet (Item 0)

Spoiler:
Spiked Gauntlet
CotCT Item 0
Traits: Accessory Piercing
To Acquire: Strength Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

Studded Leather Armor (Armor 0)

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

Weapon 1
Spell 110
Armor 0
Item 0
Ally 11110
Blessing 0

Random Monsters:

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

Monster 2

Spoiler:
Hell Hound
CotCT Monster 1
Traits: Outsider
To Defeat: Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.

Monster 3

Spoiler:
Ratling
CotCT Monster 1
Traits: Aberration
To Defeat: Combat 9 Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.

Monster 4

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

Monster 5

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

Random Barriers:

Barrier 1
Spoiler:
Imps and House Drakes
CotCT Barrier 0
Traits: Devil Dragon Outsider Skirmish
To Defeat: Combat 10 OR Arcane Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.

Barrier 2

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.

Barrier 3

Spoiler:
Flanking Attack
CotCT Barrier 1
Traits: Skirmish Veteran
To Defeat: None
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.

Barrier 4

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

Barrier 5

Spoiler:
Spiked Volley
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Acrobatics Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

Random Weapons:

Weapon 1
Spoiler:
Quarterstaff
Core Weapon 0
Traits: 2-Handed Bludgeoning Melee Staff
To Acquire: Strength Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 2

Spoiler:
Longsword
Core Weapon 0
Traits: Melee Sword
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

Weapon 3

Spoiler:
Kukri
CotCT Weapon 0
Traits: Finesse Knife Melee Slashing
To Acquire: Strength Acrobatics Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

Weapon 4

Spoiler:
Glorious Warhammer
Core Weapon 1
Traits: Bludgeoning Hammer Magic Melee
To Acquire: Strength Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Frost Ray
CotCT Spell 1
Traits: Arcane Attack Cold Magic
To Acquire: Intelligence Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

Spell 2

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

Spell 3

Spoiler:
Infernal Healing
CotCT Spell 0
Traits: Arcane Divine Healing Magic
To Acquire: Intelligence Wisdom Arcane Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.

Spell 4

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.

Spell 5

Spoiler:
Frostbite
Core Spell 0
Traits: Arcane Attack Cold Divine Magic
To Acquire: Intelligence Arcane 6 OR Wisdom Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

Random Armor:

Armor 1
Spoiler:
Light Shield
Core Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 2

Spoiler:
Leather Armor
Core Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.

Armor 3

Spoiler:
Full Plate
Core Armor 1
Traits: Heavy Armor
To Acquire:
ConstitutionFortitude 9

Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

Armor 4

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

Armor 5

Spoiler:
Helm
Core Armor 0
Traits: Heavy Armor Helm
To Acquire: Constitution Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.

Random Items:

Item 1
Spoiler:
Horn of Battle Clarity
CotCT Item 0
Traits: Instrument Magic
To Acquire: Charisma Melee Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.

Item 2

Spoiler:
Cape of Escape
Core Item 1
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.

Item 3

Spoiler:
Elixir of Healing
Core Item 0
Traits: Alchemical Liquid Healing
To Acquire: IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Item 4

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

Item 5

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.

Random Allies:

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

Ally 2

Spoiler:
Horse
Core Ally 0
Traits: Animal Mount
To Acquire: Wisdom Charisma Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.

Ally 3

Spoiler:
Dog
Core Ally 0
Traits: Animal
To Acquire: Wisdom Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.

Ally 4

Spoiler:
Teamster
Core Ally 0
Traits: Hireling Human
To Acquire: Strength Charisma Diplomacy 5
Recharge to draw a card or recharge a card.
Discard to explore. This exploration, a local character may avenge by reloading a card.

Ally 5

Spoiler:
Troubadour
Core Ally 0
Traits: Bard Human
To Acquire: Charisma Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

Random Blessings:

Blessing 1
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.

Blessing 2

Spoiler:
The Theater
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Blessing 3

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

Blessing 4

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

Blessing 5

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 10 Maznar/Bigguyinblack
Hour Power: After your first exploration of your turn, you may discard a card to explore.

Hour: The Teamster:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Cards Remaining in Hourglass: 20

Hourglass:

Turn 11 Zvarbel/wkover

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 12 Heggal/Grimsnik

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 13 Agna/Gimry

Spoiler:
The Courtesan
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire: Charisma Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Turn 14 Maznar/Bigguyinblack

Spoiler:
The Twin
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 15 Zvarbel/wkover

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 16 Heggal/Grimsnik

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

Turn 17 Agna/Gimry

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.

Turn 18 Maznar/Bigguyinblack

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.

Turn 19 Zvarbel/wkover

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 20 Heggal/Grimsnik

Spoiler:
The Joke
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 21 Agna/Gimry

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

Turn 22 Maznar/Bigguyinblack

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 23 Zvarbel/wkover

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

Turn 24 Heggal/Grimsnik

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 25 Agna/Gimry

Spoiler:
Incitation
Core Blessing 0
Traits: Arcane Divine
When this is the hour: No effect.
To Acquire: Arcane Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.

Turn 26 Maznar/Bigguyinblack

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 27 Zvarbel/wkover

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 28 Heggal/Grimsnik

Spoiler:
The Empty Throne
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 29 Agna/Gimry

Spoiler:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 30 Maznar/Bigguyinblack

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

Den Of Iniquity
Traits: Urban
At This Location (Open): When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 2 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: Agna/Gimry
Notes: Seeking Shortbow (Weapon 1), Tinker (Ally 1)

Den Of Iniquity Card 1 (Wand of Acid Burst):
Wand of Acid Burst
CotCT Item 1
Traits: Acid Arcane Attack Magic Wand
To Acquire: Intelligence Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Den Of Iniquity Card 2:
Demonling
Core Monster 1
Traits: Demon Outsider
To Defeat: Combat 8 OR Arcane Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 3:
Burglar
CotCT Ally 0
Traits: Human Trigger
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 4:
Merchant
CotCT Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 5:
Mountebank
CotCT Barrier 0
Traits: Task
To Defeat: Wisdom Diplomacy Stealth 6
If undefeated, bury the top card of your deck.
Den Of Iniquity Card 6:
Sage's Journal
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Den Of Iniquity Card 7:
Half-plate
Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Den of Iniquity Card 8:
Seeking Shortbow
Core Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 9:
Dagger
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Den Of Iniquity Card 10:
Cat
Core Ally 0
Traits: Animal
To Acquire: Wisdom Arcane Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Den Of Iniquity Card 11:
Henchman Proxy A5
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 12:
Pit Trap
Core Barrier 0
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Den of Iniquity Card 13:
Tinker
Core Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.

Alley
Traits: Urban
At This Location (Open): When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Alley Card 1:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 2:
Sage
Core Ally 0
Traits: Arcanist Human
To Acquire: Charisma Diplomacy Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 3:
Bodyguard
Core Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 4:
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.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 5:
Candlelight
CotCT Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Alley Card 6:
Spider Swarm
CotCT Monster 1
Traits: Swarm Vermin
To Defeat: Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 7:
Priest of Abadar
CotCT Ally 1
Traits: Cleric Halfling
To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
Alley Card 8:
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.
Alley Card 9:
Holy Symbol
CotCT Item 0
Traits: Accessory Magic
To Acquire: Wisdom Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Alley Card 10:
Starknife
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Alley Card 11:
Mist Horn
CotCT Item 1
Traits: Instrument Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Shop
Closed
Located/Displayed Here: Maznar/Bigguyinblack, Heggal/Grimsnik, Zvarbel/wkover


Deck Handler

Maznar attempts to recover all cards in their Recovery pile.
Bloodscent: Divine 9: 1d10 + 1d4 + 3 ⇒ (7) + (3) + 3 = 13 -> Bloodscent recharged.

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

Den Of Iniquity Card 1: Wand of Acid Burst:

CotCT Item 1
Traits: Acid Arcane Attack Magic Wand
To Acquire: Intelligence Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

Agna recharges Fox.

intelligence 6 revealing an animal for my power, aided by Fox: 1d6 + 1d4 + 1d4 ⇒ (2) + (2) + (1) = 5
product reroll on the 1: 1d4 ⇒ 3

7 succeeds. Hour power, Discard Wand of Acid Burst to explore.

Den Of Iniquity Card 2: Demonling:

Core Monster 1
Traits: Demon Outsider
To Defeat: Combat 8 OR Arcane Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.

BYA wisdom 5 revealing an animal for my power: 1d10 + 1d4 ⇒ (3) + (4) = 7

combat 8 revealing Scythe (Core), revealing an animal for my power, throwing Holy Water at it: 1d8 + 1d10 + 1d4 + 2d6 ⇒ (5) + (8) + (1) + (3, 1) = 18

Maznar ends their turn. No scenario effect.

Maznar attempts to recover all cards in their Recovery pile.
Holy Water (Core): Divine 6: 1d10 + 1d4 + 3 ⇒ (10) + (1) + 3 = 14 -> Holy Water (Core) recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Scythe (Core), Fireblade, Cure, Blessing of the Gods 2, Crow (Core), Balmberry,

Displayed: Magic Leather Armor (Core),
Deck: 10 Discard: 3 Buried: 0
"Current Location: Den Of Iniquity
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: used.

Blessing of the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Archer, Blessing of Gorum, Divine Insight, Porcupine (Core), Blessing of the Gods 1, Craftsman, The Midwife
Recharged: Detect Magic, Bloodscent, Holy Water (Core),
Discard Pile: Frozen Touch, Benefaction, Wand of Acid Burst,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☐ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Den Of Iniquity card 1 acquired. Card 2 banished.

Agna recharges Fox.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Hour: The Betrayal. When you acquire a boon, bury it.

Give rapier to Heggal.

Explore Den, find a Burglar.

Cha 6 w/ Maznar: 1d6 + 1d4 ⇒ (4) + (1) = 5 - reload MA to reroll d4

Cha 6 w/ Maznar: 4 + 1d4 ⇒ 4 + (1) = 5 - fail, recharge Gallivance and discard Longsword (no boons left to randomly discard for Burglar ability)

A kindly old man pulls Beezle into an alley to ask for directions. After the conversation, hugs are exchanged.

"Hey, where'd my weapons go?"

Zvarbel wrote:

Hand: Magus Arcana, Spellbook, Blessing of the Spellbound 2, Prophesize, Chain Mail,

Displayed:
Deck: 5 Discard: 4 Buried: 1
Hero Points: 0

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? y

Rapier given to Heggal. I wouldn't mind getting it back, at this point. :)


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

Recharge Fox for Maznar

"

Agna wrote:

Hand: Cruel Longsword, Holy Light, Bagheera (Snow Leopard), Squaker (Crow),

Displayed:
Deck: 15 Discard: 1 Buried: 0
Current Location: Den Of Iniquity
Hero Points: 0
NOTES:
Available Support: Bagheera adds 1d4 to any combat.
Squaker adds 1d6 to local acquires.
Other: Paizo reroll used for scenario 7-1A?: Y

Deck, Discard, Buried:

Reloaded: Longsword,
Middle of Deck (Unknown Order): Prayer, Incitation, Main-Gauche, Blessing of the Gods(2), Balmberry, Heavy Shield, Warhammer, Blessing of the Gods, Bound Imp, Bastard Sword
Recharged: Spike (Porcupine), Squeeker (Pig), Mastiff, Fox,
Discard Pile: Spiked Gauntlet,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top card of your location deck.

"


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Forgot to do EOT summons, since I didn't acquire/defeat anything.

What is summoned?: 1d6 ⇒ 6 - monster (Evoker from random list)

Note that my hand is empty right now...

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

trait roll: 1d6 ⇒ 3 - electricity

Who takes random BYA damage? (turn order): 1d4 ⇒ 3 - that's me, no cards to discard

Nothing else in the encounter matters, since the combat damage and AYA damage have no effect. No cards to discard.

Zvarbel wrote:

Hand: Magus Arcana, Spellbook, Blessing of the Spellbound 2, Prophesize, Chain Mail,

Displayed:
Deck: 5 Discard: 4 Buried: 1
Hero Points: 0

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? y

Random monster #1 used. Top card of Den is #4.


Deckhandler

Discard Bestiary of Garund and recharge magic half-plate. Removed Droogami from deck handler. Received Rapier

Hourglass: The Owl
When this is the hour: Your Survival check is blessed.

SOT- Hand rapier back to Zvarbel
Cure on myself: 1d4 + 1 ⇒ (3) + 1 = 4 All cards healed

Den Of Iniquity Card 4: Merchant Diplomacy 7: 1d10 + 2 + 1d4 + 1d4 ⇒ (4) + 2 + (4) + (2) = 12 Reveal Priest of Asmodeus and Manzar reveals crow. Discard Merchant to explore

Den Of Iniquity Card 5: Mountebank Diplomacy 6: 1d10 + 2 + 1d4 + 1d4 ⇒ (7) + 2 + (4) + (2) = 15

"Heggel ends his turn.

Heggel attempts to recover all cards in his Recovery pile.
Cure: Divine #8: 1d8 + 2 + 1d4 + 1d4 ⇒ (5) + 2 + (3) + (3) = 13 -> Cure recharged .

Heggel resets his hand."

Heggel wrote:

Hand: Studded Leather Armor, Magical Child, Blessing of the Gods II, Priest of Asmodeus, Holy Light,

Displayed:
Deck: 14 Discard: 1 Buried: 0
"Hero Points: 0 // Heggel has the following scourges

"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sage's Journal, Chronicler, Fire Snake, Pyrotechnic Blast, Blessing of the Gods, Blessing of the Spellbound, Spiked Gauntlet, Mace, Magic Half-Plate, Retainer, Tussah Silk Coat, Sage, Bestiary of Garund
Recharged: Cure,
Discard Pile: Merchant,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Rapier returned to Zvarbel
Den Of Iniquity #4 acquire
Den Of Iniquity #5 banished


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

"========================
Agna starts her turn.
Hour: The Courtesan
Hour Power:When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
Location: Den Of Iniquity
Location Power: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
Scenario Powers:
When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster
"

Start of Turn give Holy Light to Heggal

Sage's Journal:

Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.

Intelligence 6: 1d4 + 1d4 ⇒ (1) + (2) = 3

Roll Details:

Intelligence - 1d4
Maznar's Aid - 1d4

Recharge Bagheera to explore again

Half-plate:

Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Constitution 7: 1d6 + 1d4 ⇒ (1) + (3) = 4

Roll Details:

Constitution - 1d6
Maznar's Aid - 1d4

Recharge Squaker to explore again

Seeking Shortbow:

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

Dexterity 11: 1d8 + 1d4 + 1d8 ⇒ (1) + (1) + (4) = 6

Roll Details:

Dexterity - 1d8
Maznar's Aid - 1d4
Blessed - 1d8

Use Heggals Gods to bless

EoT I didn't acquire anything: 1d6 ⇒ 1

Quarterstaff:

Core Weapon 0
Traits: 2-Handed Bludgeoning Melee Staff
To Acquire: Strength Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.

That's an Auto with Maznar

"What is with all this junk in here?!

End of Turn Examine - Dagger (Weapon 0)

"

Agna wrote:

Hand: Cruel Longsword, Quarterstaff, Longsword, Bound Imp, Incitation,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Den Of Iniquity
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-1A?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Heavy Shield, Balmberry, Prayer, Blessing of the Gods(2), Bastard Sword, Main-Gauche, Warhammer, Blessing of the Gods
Recharged: Spike (Porcupine), Squeeker (Pig), Mastiff, Fox, Bagheera (Snow Leopard), Squaker (Crow),
Discard Pile: Spiked Gauntlet,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top card of your location deck.

"

End of Turn Summary:
Banished Cards 6-8 of the Den
Card 9 is Examined - Dagger
Gave Holy Light to Heggal
Used Heggal's BotGods
Used Random Weapon 1


Deck Handler

The Twin: When this is the hour: On your check, the first item or ally played is played freely.

Pass Blessing of the Gods 2 to Zvarbel.

cure Zvarbel: 1d4 + 1 ⇒ (2) + 1 = 3

Den Of Iniquity Card 10: Cat:

Core Ally 0
Traits: Animal
To Acquire: Wisdom Arcane Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

survival 5 revealing an animal for my power: 1d10 + 1d4 + 2 ⇒ (10) + (4) + 2 = 16

Discard Cat to explore.

Den Of Iniquity Card 11: Henchman Proxy A5/Dangerous Sale:

Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Zombie Minions:

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

combat 9 revealing Scythe (Core), revealing an animal for my power: 1d8 + 1d10 + 1d4 ⇒ (3) + (8) + (3) = 14

combat 11 +1 casting Fireblade, revealing an animal for my power: 1d10 + 2d4 + 1d4 + 3 ⇒ (7) + (4, 4) + (4) + 3 = 22

Dangerous Sale boon: 1d6 ⇒ 5

random ally #1 Korvosan Dandy:

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

charisma 9 revealing an animal for my power: 1d6 + 1d4 ⇒ (6) + (3) = 9

Bury Balmberry to close. Everyone moves to Alley. End turn, Scenario effect doesn't trigger.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d10 + 1d4 + 3 ⇒ (2) + (2) + 3 = 7 -> Cure discarded.
Fireblade: Divine 8: 1d10 + 1d4 + 3 ⇒ (4) + (3) + 3 = 10 -> Fireblade recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Scythe (Core), Korvosan Dandy, Archer, Blessing of the Gods 1, Crow (Core), Craftsman,

Displayed: Magic Leather Armor (Core),
Deck: 8 Discard: 5 Buried: 1
"Current Location: Alley
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: used.

Archer: On a local Dexterity or Ranged check, recharge to add 1d4.

Craftsman: On a local check against a weapon or an armor, recharge to add 1d8.

Blessing of the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Korvosan Dandy: On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Insight, Porcupine (Core), The Midwife, Blessing of Gorum
Recharged: Detect Magic, Bloodscent, Holy Water (Core), Fireblade,
Discard Pile: Frozen Touch, Benefaction, Wand of Acid Burst, Cat, Cure,
Buried Pile: Balmberry,
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☐ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Den Of Iniquity card 10 acquired. Den Of Iniquity closed.

Random ally #1 Korvosan Dandy acquired.

Zvarbel passed a blessing of the gods then healed for 3.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Receive BoG and 3 heals from Manzar. Thanks! Card not healed = Appentice.

Hour: The Brass Dwarf. The first time you discard cards as damage this turn, recharge 1 of them instead.

Stay @ Alley and explore, encounter Dangerous Sale.

Always a sucker for a good bargain, Beezle is attracted to a stall showcasing sweetmeats and lemonade.

Though does one really want discounted meats? Time will tell.

Dangerous Sale:
Dangerous Sale
Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Need to summon & encounter Zombie Minions.

Combat 9 w/ rapier, Maznar: 1d10 + 2d4 + 1d4 ⇒ (2) + (3, 4) + (1) = 10

Combat 12 (11+1) w/ rapier, Maznar, my BoG: 2d10 + 2d4 + 1d4 ⇒ (5, 3) + (3, 4) + (1) = 16 - minions and barrier defeated, barrier added to hand

Sale roll: 1d6 ⇒ 4 - random item (Horn of Battle Clarity)

Cha 6 w/ M: 1d6 + 1d4 ⇒ (1) + (2) = 3 - fail, banished

A pair of zombies interrupts the Pathfinders' negotiations. Beezle backhands one and wrestles the other.

Confused, they dash away for easier prey.

The merchant offers the party a tarnished horn as a protection bonus.

Beez politely turns it down, remembering what happened during her last horn experience.

Based on Discord discussion, choosing not to close so that we can continue to acquire boons.

Cast Prophesize to set up Heggal, calling Ally. Next two cards: Sage and Bodyguard (both allies!). Top 2 cards of Alley are rearranged as Bodyguard, Sage.

Zvarbel ends her turn.

Zvarbel attempts to recover all cards in her Recovery pile.
Prophesize: Arcane 6 w/ Mz, Spellbook: 1d8 + 3 + 2d4 ⇒ (5) + 3 + (1, 1) = 10 -> Prophesize recharged.

Zvarbel resets her hand.

Zvarbel wrote:

Hand: Magus Arcana, Spellbook, Blessing of the Spellbound 2, Nagging Doubt (Sale barrier), Rapier,

Displayed: Chain Mail,
Deck: 9 Discard: 2 Buried: 1
Hero Points: 0
"NOTES:
Available Support: Can bury barrier to avenge an undefeated bane, if needed."

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? y

Top 2 cards of Alley are rearranged as Bodyguard, Sage.


Deckhandler

Received Holy Light

Hourglass: Sands of the Hour
When this is the hour: No effect

Display Studded Leather Armor

Alley Card 3: Bodyguard Diplomacy 6: 1d10 + 2 + 1d4 + 1d4 ⇒ (7) + 2 + (4) + (2) = 15 Reveal Priest of Asmodeus and Maznar reveals Crow. Display Bodyguard next to location to explore

Alley Card 2: Sage Diplomacy 4: 1d10 + 2 + 1d4 + 1d4 ⇒ (6) + 2 + (4) + (4) = 16 Reveal Priest of Asmodeus and Maznar reveals Crow. Display Sage next to location to examine top card of your location, then shuffle the location, then you may explore

Alley Card 4- Sneak

Top Card: 1d8 + 3 ⇒ (7) + 3 = 10 Alley Card 10: Starknife Melee 6: 1d8 + 2 + 1d4 + 1d4 ⇒ (5) + 2 + (2) + (4) = 13 Reveal Priest of Asmodeus and Maznar reveals Crow. Display Magical Child to explore

Top Card 4-9, 11: 1d7 ⇒ 4 Alley Card 7: Priest of Abadar Diplomacy 6: 1d10 + 2 + 1d4 + 1d4 ⇒ (9) + 2 + (2) + (2) = 15 Reveal Priest of Asmodeus and Maznar reveals Crow. Display Priest of Abadar to explore

Top Card 4-6, 8,9,11: 1d6 ⇒ 3 Alley Card 6: Spider Swarm Combat 10: 1d8 + 2d6 + 1d4 + 1d4 + 4 ⇒ (4) + (6, 1) + (3) + (1) + 4 = 19 Play Holy Light has attack trait. Reveal Priest of Asmodeus and Maznar reveals Crow. Discarding Blessing of the Gods to copy Sands of the Hour's examine top card then may explore.

Top card 4,5,8,9,11: 1d5 ⇒ 2 Alley Card 5:
Candlelight Divine 5: 1d8 + 2 + 1d4 + 1d4 ⇒ (1) + 2 + (1) + (4) = 8 Reveal Priest of Asmodeus and Maznar reveals Crow.

"Heggel ends His turn.

Heggel attempts to recover all cards in His Recovery pile.
Holy Light: Divine 8: 1d8 + 2 + 1d4 + 1d4 ⇒ (6) + 2 + (1) + (4) = 13 -> Holy Light recharged.

Heggel resets His hand."

Heggel wrote:

Hand: Candlelight, Holy Light 2, Priest of Asmodeus, Starknife, Bestiary of Garund,

Displayed: Magical Child, Bodyguard, Sage 2, Priest of Abadar, Studded Leather Armor,
Deck: 14 Discard: 2 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mace, Retainer, Blessing of the Spellbound, Magic Half-Plate, Tussah Silk Coat, Sage's Journal, Pyrotechnic Blast, Chronicler, Spiked Gauntlet, Sage, Blessing of the Gods, Fire Snake
Recharged: Cure, Holy Light,
Discard Pile: Merchant, Blessing of the Gods II,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Alley
Acquired 2,3,5,7 and 10
Banished 6
Examined 4 Sneak
Displayed next to location: Magical Child, Bodyguard, Sage, Priest of Abadar


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Setup: After building the locations, shuffle a new ally into each.

During This Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster

Scenario's Harrow Suit: Books (The Vision)
Scenario's #: 1

Additional Rules:

Scourges
Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Story Banes:

Proxy A: Dangerous Sales (Closing Henchman)

Spoiler:
Dangerous Sale
Story Bane
Type: Barrier
Traits: Cache Skirmish
To Defeat: None
Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated.
If defeated, roll 1d6; summon and encounter a boon of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Zombie Minions (Danger)

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

Summons:

Acquired Cards:

Archer (Ally 0)

Spoiler:
Archer
Core Ally 0
Traits: Human Ranger
To Acquire: Charisma Diplomacy Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

Benefaction (Blessing 0)

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

Bloodscent (Spell 1)

Spoiler:
Bloodscent
CotCT Spell 1
Traits: Arcane Magic Divine
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

Bodyguard (Ally 1)

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

Bound Imp (Ally 1)

Spoiler:
Bound Imp
CotCT Ally 1
Traits: Devil Outsider
To Acquire: Intelligence Wisdom Arcane Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Cat (Ally 0)

Spoiler:
Cat
Core Ally 0
Traits: Animal
To Acquire: Wisdom Arcane Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

Candlelight (Spell 0)

Spoiler:
Candlelight
CotCT Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Craftsman (Ally 1)

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

Cruel Longsword (Weapon 1)

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

Detect Magic (Spell 0)

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

Fox (Ally 1)

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

Holy Light (Spell 1)

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

Korvosan Dandy (Ally 1)

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

Merchant (Ally 0)

Spoiler:
Merchant
CotCT Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Priest of Abadar (Ally 1)

Spoiler:
Priest of Abadar
CotCT Ally 1
Traits: Cleric Halfling
To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.

Priest of Asmodeus (Ally 1)

Spoiler:
Priest of Asmodeus
CotCT Ally 1
Traits: Cleric Human
To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.

Sage (Ally 0)

Spoiler:
Sage
Core Ally 0
Traits: Arcanist Human
To Acquire: Charisma Diplomacy Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.

Spiked Gauntlet (Item 0)

Spoiler:
Spiked Gauntlet
CotCT Item 0
Traits: Accessory Piercing
To Acquire: Strength Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

Starknife (Weapon 0)

Spoiler:
Starknife
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Studded Leather Armor (Armor 0)

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

Wand of Acid Burst (Item 1)

Spoiler:
Wand of Acid Burst
CotCT Item 1
Traits: Acid Arcane Attack Magic Wand
To Acquire: Intelligence Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

Weapon 10
Spell 1100
Armor 0
Item 10
Ally 11111110000
Blessing 0

Random Monsters:

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

Monster 2

Spoiler:
Swamp Ooze
Core Monster 1
Traits: Acid Ooze
To Defeat: Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.

Monster 3

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

Monster 4

Spoiler:
Ogre
Core Monster 0
Traits: Giant Ogre Veteran
To Defeat: Combat 12+##
Before acting, each local character suffers 1 Combat damage.

Monster 5

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.

Random Barriers:

Barrier 1
Spoiler:
Concealed Hatch
CotCT Barrier 1
Traits: Lock
To Defeat: Strength 5 OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.

Barrier 2

Spoiler:
Imps and House Drakes
CotCT Barrier 0
Traits: Devil Dragon Outsider Skirmish
To Defeat: Combat 10 OR Arcane Survival 6
On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
If undefeated, suffer the scourge Poisoned.

Barrier 3

Spoiler:
Symbol of Sleep
Core Barrier 1
Traits: Magic Trap
To Defeat: Intelligence Wisdom Arcane Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

Barrier 4

Spoiler:
Mob of Undead
Core Barrier 1
Traits: Skirmish Undead
To Defeat: None
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Returning Throwing Axe
Core Weapon 1
Traits: Axe Magic Melee Ranged Slashing
To Acquire: Strength Dexterity Melee Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

Weapon 2

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

Weapon 3

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

Weapon 4

Spoiler:
Shortbow
Core Weapon 0
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Acid Burst
CotCT Spell 0
Traits: Acid Arcane Attack Magic
To Acquire: Intelligence Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Spell 2

Spoiler:
Frostbite
Core Spell 0
Traits: Arcane Attack Cold Divine Magic
To Acquire: Intelligence Arcane 6 OR Wisdom Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

Spell 3

Spoiler:
Frozen Touch
CotCT Spell 0
Traits: Arcane Attack Cold Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spell 4

Spoiler:
Immolate
CotCT Spell 0
Traits: Arcane Attack Divine Fire Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spell 5

Spoiler:
Confusion
Core Spell 0
Traits: Arcane Divine Magic Mental
To Acquire: Intelligence Wisdom Arcane Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Random Armor:

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

Armor 2

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

Armor 3

Spoiler:
Slick Leather
CotCT Armor 1
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Armor 4

Spoiler:
Half-plate
Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Armor 5

Spoiler:
Armor of Insults
Core Armor 1
Traits: Light Armor Magic
To Acquire: Constitution Diplomacy Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.

Random Items:

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

Item 2

Spoiler:
Spyglass
Core Item 0
Traits: Object
To Acquire: Wisdom Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.

Item 3

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.

Item 4

Spoiler:
Spider Venom
CotCT Item 0
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

Item 5

Spoiler:
Bastion Boots
CotCT Item 1
Traits: Clothing Magic
To Acquire: Dexterity Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.

Random Allies:

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

Ally 2

Spoiler:
Bat
Core Ally 0
Traits: Animal
To Acquire: Wisdom Perception Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

Ally 3

Spoiler:
Korvosan Guard
CotCT Ally 0
Traits: Human Perception
To Acquire: Charisma Diplomacy 6 OR Melee Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.

Ally 4

Spoiler:
Gang Enforcer
CotCT Ally 1
Traits: Human Rogue Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0

When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.

Ally 5

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.

Random Blessings:

Blessing 1
Spoiler:
The Forge
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Blessing 2

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

Blessing 3

Spoiler:
The Snakebite
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Blessing 4

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.

Blessing 5

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.

Turn 17 Agna/Gimry
Hour Power: On your non-Attack combat check, add 1.

Hour: Gorum's Iron:
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.

Cards Remaining in Hourglass: 13

Hourglass:

Turn 18 Maznar/Bigguyinblack

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.

Turn 19 Zvarbel/wkover

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 20 Heggal/Grimsnik

Spoiler:
The Joke
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 21 Agna/Gimry

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

Turn 22 Maznar/Bigguyinblack

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 23 Zvarbel/wkover

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

Turn 24 Heggal/Grimsnik

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 25 Agna/Gimry

Spoiler:
Incitation
Core Blessing 0
Traits: Arcane Divine
When this is the hour: No effect.
To Acquire: Arcane Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.

Turn 26 Maznar/Bigguyinblack

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 27 Zvarbel/wkover

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 28 Heggal/Grimsnik

Spoiler:
The Empty Throne
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 29 Agna/Gimry

Spoiler:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 30 Maznar/Bigguyinblack

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

Alley
Traits: Urban
At This Location (Open): 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: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Agna/Gimry, Maznar/Bigguyinblack, Heggal/Grimsnik, Zvarbel/wkover, Bodyguard, Sage, Magical Child, Priest of Abadar
Notes: Sneak (Monster 0)

Alley Card 1:
Holy Symbol
CotCT Item 0
Traits: Accessory Magic
To Acquire: Wisdom Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Alley Card 2:
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.
Alley Card 3:
Mist Horn
CotCT Item 1
Traits: Instrument Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Alley Card 4:
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.
Scenario: When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Out of turn: Updated hand from retcon.

Zvarbel wrote:

Hand: Magus Arcana, Spellbook, Blessing of Abraxas, Rapier, Nagging Doubt (Sale barrier),

Displayed: Chain Mail,
Deck: 8 Discard: 3 Buried: 1
Hero Points: 0
"NOTES:
Available Support: Can bury barrier to avenge an undefeated bane, if needed."

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? y


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

"========================
Agna starts her turn.
Hour: Gorum’s Iron
Hour Power:On your non-Attack combat check, add 1.
Location: Alley
Location Power: When you play an ally for its power, display it next to this location card.
Scenario Powers:
When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
1. Weapon
2. Spell
3. Armor
4. Item
5. Barrier
6. Monster
"
Hand Heggal Longsword

Holy Symbol:

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

Wisdom 4: 1d8 + 1d4 ⇒ (4) + (2) = 6

Roll Details:

Wisdom - 1d8
Maznar's Aid - 1d4

Display Bound Imp next to location to draw a card - Balmberry

Discard Quarterstaff and Holy Symbol and reset my hand

"

Agna wrote:

Hand: Cruel Longsword, Heavy Shield, Balmberry, Prayer, Incitation,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Alley
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-1A?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods(2), Blessing of the Gods, Bastard Sword, Main-Gauche, Warhammer
Recharged: Spike (Porcupine), Squeeker (Pig), Mastiff, Fox, Bagheera (Snow Leopard), Squaker (Crow), Bound Imp,
Discard Pile: Spiked Gauntlet, Holy Symbol, Quarterstaff,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top card of your location deck.

"

End of Turn Summary:
Banish Card 1 from the Alley
Display Bound Imp at Alley


Deck Handler

During Agna's turn Heggal casts Candlelight to examine the top 5 cards of the hourglass then arranges them in the following order: Abadar's Law, The Crows, The Joke, The Keep, and Prayer.

Abadar's Law: When this is the hour: On your check to close or to guard, add 1d4.

Alley Card 2: 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.

Agna discards Prayer to bless.

wisdom 8 +1 revealing an animal for my power, blessed by Prayer: 2d10 + 1d4 ⇒ (2, 5) + (2) = 9

Discard Archer to explore.

Alley Card 3: Mist Horn:

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

Zvarbel discards Blessing of Abraxas.

divine 8 revealing an animal for my power, blessed by Abraxas: 3d10 + 1d4 + 3 ⇒ (10, 7, 1) + (3) + 3 = 24

Discard Craftsman to explore.

Alley Card 4: 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.

BYA wisdom 7 +1 revealing an animal for my power: 1d10 + 1d4 ⇒ (7) + (2) = 9

Agna discards Incitation.

combat 9 +1 +1 revealing Scythe (Core), revealing an animal for my power, blessed by Incitation: 2d8 + 1d10 + 1d4 ⇒ (4, 7) + (9) + (1) = 21

Summon and encounter random ally #1 to close.

Guide:

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

charisma 5 revealing an animal for my power, aided by hour, recharging Blessing of the Gods 1 copying hour to bless, recharging Crow (Core): 2d6 + 1d4 + 1d4 + 1d6 ⇒ (1, 4) + (4) + (1) + (3) = 13

Pretty sure that's a win.


Development

The last of the undead fall at your feet. The troll augur, entrails in tow, shakes off a dismembered zombie limb before wordlessly departing. You help the man to his feet. “You gawks think you’ve done a great job, neh? Well, you’ve saved my life but murdered my livelihood. Still, I suppose some thanks are in order. Tavar Greely, purveyor of assorted finery.” He bows deeply before reaching out to pry the darkened bronze amulet from a fallen necrotic hand.

Tavar stands to face you. “You’re Pathfinders, neh? You should take this mess and shake down that lowlife Horus. Sold me two faulty amulets, the charlatan. Think of how many people could have been hurt, and I’d have been on the hook for all of it!” He presses the amulet and a small card into your hands. The card reads “Last Rites, Ankar-Te. Fine gifts and rebirths by Horus Ilaktya.”

Reward

Each character gets a Hero Point.
Loot: item Ring of Protection
Adventure Card Society characters may choose a bonus deck upgrade.

Boon
Roll 1d20 on the Discussion thread. A natural 20 wins the following boon:
☐ ☐ ☐ What Resistance? When you encounter a monster that is resistant to a trait, check a box that precedes this reward to treat it as vulnerable to that trait instead.

Acquired Cards

Archer (Ally 0)
Benefaction (Blessing 0)
Bloodscent (Spell 1)
Bodyguard (Ally 1)
Bound Imp (Ally 1)
Cat (Ally 0)
Candlelight (Spell 0)
Craftsman (Ally 1)
Cruel Longsword (Weapon 1)
Detect Magic (Spell 0)
Fox (Ally 1)
Holy Light (Spell 1)
Holy Symbol (Item 0)
Korvosan Dandy (Ally 1)
Merchant (Ally 0)
Mist Horn (Item 1)
Priest of Abadar (Ally 1)
Priest of Asmodeus (Ally 1)
Sage (Ally 0)
Spiked Gauntlet (Item 0)
Starknife (Weapon 0)
Studded Leather Armor (Armor 0)
Wand of Acid Burst (Item 1)

Weapon 10
Spell 1100
Armor 0
Item 1100
Ally 11111110000
Blessing 0

On the Discussion thread, please post your boon rolls and deck upgrades. If you are interested in the loot, please put your name in the appropriate spot on the Loot sheet in the shared tracker.


7-1B: Easy on the Merchandise

The card Tavar gave you sends you to the storefront of the Urgathoan priest Horus Ilaktya. The Pathfinder Society has worked with him before. While that idea is odd on its face, the oddity seems a bit paler after your introduction to Kaer Maga. After a long journey from the Warren, you emerge into Ankar-Te, its streets bustling with undead servants carrying goods to and fro, and signs for businesses draped everywhere. Thick clouds of incense smoke mostly cover the odor of decay.

The handsome storefront of Last Rites is not difficult to find. The interior is well appointed, if a bit macabre. Examples of the shop’s work stand around the large show floor. Humanoid zombies lift crates over their heads, while various pack animals stand untempted beside fresh grain. A half-decayed mule, its chest cavity mostly replaced with a cunningly carved set of drawers, brays hoarsely as you approach. A gaunt face appears from beneath a long, ebony workbench beside you.

“Hello, friends. I see—” Horus stops midgreeting and spies the damaged amulet. He frowns deeply and asks how you came into possession of the object. You describe your encounter in the Warren as he reaches out a thin hand to inspect the amulet. “Poor Greely. I had hoped to keep these malfunctions quiet, but they’re becoming more frequent.” Horus indicates a stack of angry notes on the workbench.

“At this rate, word may even reach the Pharasmins. As to the nature of these issues, I have a theory, though in order to test it, I need your assistance. Another victim of this... abnormality... is a dear customer of mine. His servants destroyed some very precious supplies at a time when he needed them most. He is just beyond that door in my studio and I cannot work while he is still there. Kindly use that bravado so typical of the Society and ‘calm’ him for me?”

Horus unlocks a heavy door and ushers you through into a large, necromantic workspace. Opposite the doorway, a massive bloatmage turns, eyes red and enraged. Blood seeps from fresh lesions as his gaze falls on you. The steel door is closed and locked behind you.


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Setup: Add the Onslaughts wildcard Desperate.
Build a number of the location Storehouse equal to the number of characters.
When preparing story banes, shuffle the story bane villain Bloatmage into a Storehouse.

During This Scenario: When you attempt to close or guard a location, recharge 1d4 cards.
To win, defeat and corner the Bloatmage.

Danger: Each time you encounter the danger, randomly choose a new barrier.
Villain: None
Henchmen (Closing): Animated Object, Clockwork Guardian, Mysterious Relics - Proxy A

Scenario's Harrow Suit: Shields (The Brass Dwarf)
Scenario's #: 1
Desperate: When you encounter a boon and do not acquire it, discard a card.

Additional Rules:

Scourges
Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Story Banes:

Bloatmage (Villain)

Spoiler:
Bloatmage
None Story Bane 0
Type: Monster
Traits: Human Wizard Veteran
To Defeat: Combat 6+## OR Arcane 3+# THEN Combat 9+## OR Arcane 5+#
Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.

Animated Object (Closing Henchman)

Spoiler:
Animated Object
Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor 2. Spell 4. Item

Clockwork Guardian (Closing Henchman)

Spoiler:
Clockwork Guardian
Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison.
Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.

Mysterious Relics - Proxy A (Closing Henchman)

Spoiler:
Mysterious Relic
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.

Summons:

Acquired Cards:

Laboratory A
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Laboratory B
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Storehouse A
Traits: Urban
At This Location (Open): Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Storehouse B
Traits: Urban
At This Location (Open): Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Storehouse C
Traits: Urban
At This Location (Open): Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Storehouse D
Traits: Urban
At This Location (Open): Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Starting @ Storehouse A for the increased hand size. Then possibly moving to Lab A to avoid hand discard closing effect.

Zvarbel wrote:

Hand: Blessing of the Spellbound 2, Penny Windfall (priest), Steal Book, Longsword, Prophesize, Magus Arcana, Blessing of Pharasma,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: With permission, will use Steal Book to grab first Arcane 1 spell that is encountered."

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n


Deck Handler

Using CotCT boon to trade out Blessing of Pharasma for The Carnival loot. Trading out Blessing of the Gods 3 for Balmberry loot. Starting location Storehouse A.

Maznar wrote:

Hand: Blessing of the Gods 2, Cure, Balmberry, Crow (Core), Mastiff, Scythe (Core), Blessing of Gorum, Sacred Candle (Core),

Displayed:
Deck: 7 Discard: 0 Buried: 0
"Current Location: Storehouse A
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of Gorum: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check.

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

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fireblade, Blessing of the Gods 1, Magic Leather Armor (Core), The Carnival, Holy Light (Core), Divine Insight, Porcupine (Core)
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

"Fortitude Constitution +1"
"Divine Wisdom +3"
"Survival Wisdom +2"

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (☐ +1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

Start with the group.
"

Agna wrote:

Hand: Bastard Sword, Warhammer, Heavy Shield, Squeeker (Pig), Bagheera (Snow Leopard), Blessing of the Gods,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-1B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Spiked Gauntlet, Balmberry, Main-Gauche, Droogami, Blessing of the Gods(2), Incitation, Squaker (Crow), Cruel Longsword
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
At the end of your turn, you may examine the top card of your location deck.

"


Deckhandler

Start with group

Heggel wrote:

Hand: Cure, Binder's Tome, Blessing of the Spellbound, Bestiary of Garund, Chronicler, Tussah Silk Coat,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magical Child, Blessing of the Gods II, Magic Half-Plate, Retainer, Fire Snake, Blessing of the Gods, Mace, Life Drain, Holy Light, Sage
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Setup: Add the Onslaughts wildcard Desperate.
Build a number of the location Storehouse equal to the number of characters.
When preparing story banes, shuffle the story bane villain Bloatmage into a Storehouse.

During This Scenario: When you attempt to close or guard a location, recharge 1d4 cards.
To win, defeat and corner the Bloatmage.

Danger: Each time you encounter the danger, randomly choose a new barrier.
Villain: None
Henchmen (Closing): Animated Object, Clockwork Guardian, Mysterious Relics - Proxy A

Scenario's Harrow Suit: Shields (The Brass Dwarf)
Scenario's #: 1
Desperate: When you encounter a boon and do not acquire it, discard a card.

Additional Rules:

Scourges
Dazed

Spoiler:
Dazed
Scourge 0
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:
Drained
Scourge 0
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Exhausted

Spoiler:
Exhausted
Scourge 0
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Entangled

Spoiler:
Entangled
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.

Frightened

Spoiler:
Frightened
Scourge 0
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested

Spoiler:
Honor-Tested
Scourge 0
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued

Spoiler:
Plagued
Scourge 0
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned

Spoiler:
Poisoned
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:
Wounded
Scourge 0
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Story Banes:

Bloatmage (Villain)

Spoiler:
Bloatmage
None Story Bane 0
Type: Monster
Traits: Human Wizard Veteran
To Defeat: Combat 6+## OR Arcane 3+# THEN Combat 9+## OR Arcane 5+#
Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.

Animated Object (Closing Henchman)

Spoiler:
Animated Object
Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor 2. Spell 4. Item

Clockwork Guardian (Closing Henchman)

Spoiler:
Clockwork Guardian
Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison.
Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.

Mysterious Relics - Proxy A (Closing Henchman)

Spoiler:
Mysterious Relic
Story Bane
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.

Summons:

Acquired Cards:

Random Monsters:

Monster 1
Spoiler:
Guard Dog
CotCT Monster 0
Traits: Animal
To Defeat: Combat 9 OR Charisma Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

Monster 2

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.

Monster 3

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

Monster 4

Spoiler:
Boggart
Core Monster 1
Traits: Fey
To Defeat: Knowledge Perception 4 THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

Monster 5

Spoiler:
Crocodile
Core Monster 1
Traits: Animal Aquatic
To Defeat: Combat 11 Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

Random Barriers:

Barrier 1
Spoiler:
Spiked Volley
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Acrobatics Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

Barrier 2

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

Barrier 3

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.

Barrier 4

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.

Barrier 5

Spoiler:
Symbol of Sleep
Core Barrier 1
Traits: Magic Trap
To Defeat: Intelligence Wisdom Arcane Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

Random Weapons:

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

Weapon 2

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

Weapon 3

Spoiler:
Quarterstaff of Vaulting
Core Weapon 1
Traits: 2-Handed Bludgeoning Magic Melee Staff
To Acquire: Strength Melee 8 OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 4

Spoiler:
Longbow
Core Weapon 0
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Divine Insight
Core Spell 0
Traits: Divine Magic
To Acquire: Wisdom Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spell 2

Spoiler:
Phantasmal Minion
Core Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Spell 3

Spoiler:
Frostbite
Core Spell 0
Traits: Arcane Attack Cold Divine Magic
To Acquire: Intelligence Arcane 6 OR Wisdom Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

Spell 4

Spoiler:
Burst Bonds
CotCT Spell 0
Traits: Divine Magic
To Acquire: Wisdom Divine 5
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.

Spell 5

Spoiler:
Locate Object
Core Spell 1
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Random Armor:

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

Armor 2

Spoiler:
Half-plate
Core Armor 0
Traits: Heavy Armor
To Acquire: Constitution Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Armor 3

Spoiler:
Armor of Insults
Core Armor 1
Traits: Light Armor Magic
To Acquire: Constitution Diplomacy Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.

Armor 4

Spoiler:
Klar
CotCT Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude Melee Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 5

Spoiler:
Light Shield
Core Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

Random Items:

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

Item 2

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

Item 3

Spoiler:
Plague Mask
CotCT Item 0
Traits: Accessory
To Acquire: Intelligence Craft 4
On your check against a Disease or Poison card, reveal to add 1d4.
When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

Item 4

Spoiler:
Elixir of Energy Resistance
Core Item 0
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.

Item 5

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

Random Allies:

Ally 1
Spoiler:
Snake
Core Ally 0
Traits: Animal
To Acquire: Wisdom Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

Ally 2

Spoiler:
Bat
Core Ally 0
Traits: Animal
To Acquire: Wisdom Perception Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

Ally 3

Spoiler:
Priest of Asmodeus
CotCT Ally 1
Traits: Cleric Human
To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.

Ally 4

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

Ally 5

Spoiler:
Bound Imp
CotCT Ally 1
Traits: Devil Outsider
To Acquire: Intelligence Wisdom Arcane Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Random Blessings:

Blessing 1
Spoiler:
Sands of the Hour
CotCT Blessing 0
Traits: Arcane Divine
When this is the hour: No effect.
To Acquire: Arcane Divine Knowledge Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.

Blessing 2

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

Blessing 3

Spoiler:
The Wanderer
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Blessing 4

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

Blessing 5

Spoiler:
The Liar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 1 Zvarbel/wkover
Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

Hour: The Foreign Trader:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Cards Remaining in Hourglass: 29

Hourglass:

Turn 2 Heggal/Grimsnik

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.

Turn 3 Agna/Gimry

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

Turn 4 Maznar/Bigguyinblack

Spoiler:
The Rakshasa
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire: Intelligence Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.

Turn 5 Zvarbel/wkover

Spoiler:
The Rabbit Prince
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire: Dexterity Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.

Turn 6 Heggal/Grimsnik

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 7 Agna/Gimry

Spoiler:
The Queen Mother
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 8 Maznar/Bigguyinblack

Spoiler:
The Demon's Lantern
CotCT Blessing 1
Traits: Harrow Veteran Veteran Suit: Keys
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.

Turn 9 Zvarbel/wkover

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.

Turn 10 Heggal/Grimsnik

Spoiler:
The Desert
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 11 Agna/Gimry

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.

Turn 12 Maznar/Bigguyinblack

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.

Turn 13 Zvarbel/wkover

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 14 Heggal/Grimsnik

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

Turn 15 Agna/Gimry

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

Turn 16 Maznar/Bigguyinblack

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.

Turn 17 Zvarbel/wkover

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 18 Heggal/Grimsnik

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 19 Agna/Gimry

Spoiler:
The Idiot
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 20 Maznar/Bigguyinblack

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.

Turn 21 Zvarbel/wkover

Spoiler:
The Snakebite
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 22 Heggal/Grimsnik

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

Turn 23 Agna/Gimry

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.

Turn 24 Maznar/Bigguyinblack

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 25 Zvarbel/wkover

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.

Turn 26 Heggal/Grimsnik

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

Turn 27 Agna/Gimry

Spoiler:
The Courtesan
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire: Charisma Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Turn 28 Maznar/Bigguyinblack

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 29 Zvarbel/wkover

Spoiler:
The Empty Throne
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 30 Heggal/Grimsnik

Spoiler:
The Inquisitor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Laboratory A
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Laboratory A Card 1:
Clockwork Guardian
Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison.
Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory A Card 2:
Lost Local
Core Barrier 0
Traits: Task
To Defeat: Charisma Diplomacy 5 OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory A Card 3:
Smoke Bomb
CotCT Item 1
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Laboratory A Card 4:
Guide
Core Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Laboratory A Card 5:
Ratling
CotCT Monster 1
Traits: Aberration
To Defeat: Combat 9 Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory A Card 6:
Bloodscent
CotCT Spell 1
Traits: Arcane Magic Divine
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Laboratory A Card 7:
Fool's Gold
CotCT Spell 1
Traits: Arcane Magic Divine
To Acquire: Intelligence Wisdom Arcane Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Laboratory A Card 8:
Wolf Pack
Core Monster 0
Traits: Animal
To Defeat: Combat 11 OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory A Card 9:
Acid-spraying Skull
CotCT Barrier 1
Traits: Acid Trap
To Defeat: Dexterity Acrobatics Disable Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Laboratory A Card 10:
Cape of Escape
Core Item 1
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.

Laboratory B
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Laboratory B Card 1:
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.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory B Card 2:
Goblin Troublemaker
Core Monster 0
Traits: Goblin
To Defeat: Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory B Card 3:
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+#.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Laboratory B Card 4:
Cutpurse Gang
CotCT Barrier 0
Traits: Obstacle
To Defeat: Wisdom Perception Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory B Card 5:
Staff of Minor Healing
Core Item 1
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 7
Recharge to heal a local character a card.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Laboratory B Card 6:
Commune
Core Spell 1
Traits: Divine Magic
To Acquire: Wisdom Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Laboratory B Card 7:
Mist Horn
CotCT Item 1
Traits: Instrument Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Laboratory B Card 8:
Rat Swarm
Core Monster 0
Traits: Animal Swarm
To Defeat: Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory B Card 9:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
Laboratory B Card 10:
Tinker
Core Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.

Storehouse A
Traits: Urban
At This Location (Open): Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Agna/Gimry, Heggal/Grimsnik, Maznar/Bigguyinblack, Zvarbel/wkover

Storehouse A Card 1:
Chain Shirt
Core Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse A Card 2:
Thieves' Tools
Core Item 0
Traits: Tool
To Acquire: Dexterity Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse A Card 3:
Mad Prophet
CotCT Barrier 1
Traits: Curse Task Veteran
To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Storehouse A 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.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Storehouse A Card 5:
Giant Fly
Core Monster 1
Traits: Vermin
To Defeat: Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Storehouse A Card 6:
Slick Leather
CotCT Armor 1
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse A Card 7:
Snakebite Dagger
CotCT Weapon 1
Traits: Finesse Knife Magic Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 7
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse A Card 8:
Scimitar
CotCT Weapon 0
Traits: Finesse Melee Slashing Swashbuckling Sword
To Acquire: Strength Acrobatics Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse A Card 9:
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.
Storehouse A Card 10:
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.

Storehouse B
Traits: Urban
At This Location (Open): Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Storehouse B Card 1:
Bastion Boots
CotCT Item 1
Traits: Clothing Magic
To Acquire: Dexterity Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse B Card 2:
Mercenary
Core Monster 1
Traits: Human Warrior Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Storehouse B Card 3:
Warhammer
Core Weapon 0
Traits: Hammer Melee
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse B Card 4:
Bloatmage
None Story Bane 0
Type: Monster
Traits: Human Wizard Veteran
To Defeat: Combat 6+## OR Arcane 3+# THEN Combat 9+## OR Arcane 5+#
Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Storehouse B Card 5:
Spiked Half-plate
Core Armor 1
Traits: Heavy Armor
To Acquire: Constitution Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse B Card 6:
Studded Leather Armor
CotCT Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse B Card 7:
Flaming Shortbow
CotCT Weapon 1
Traits: 2-Handed Bow Fire Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse B Card 8:
Bracers of Protection
Core Item 0
Traits: Accessory Magic
To Acquire: Intelligence Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse B Card 9:
Flanking Attack
CotCT Barrier 1
Traits: Skirmish Veteran
To Defeat: None
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.
Storehouse B Card 10:
Giant Toad
Core Monster 1
Traits: Animal Poison
To Defeat: Combat 10 OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.

Storehouse C
Traits: Urban
At This Location (Open): Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Storehouse C Card 1:
Codex
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse C Card 2:
Returning Throwing Axe
Core Weapon 1
Traits: Axe Magic Melee Ranged Slashing
To Acquire: Strength Dexterity Melee Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse C Card 3:
Longspear
Core Weapon 0
Traits: 2-Handed Melee Piercing Spear
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse C Card 4:
Helm
Core Armor 0
Traits: Heavy Armor Helm
To Acquire: Constitution Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse C Card 5:
Animated Object
Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor 2. Spell 4. Item
Storehouse C Card 6:
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.
Storehouse C Card 7:
Hell Hound
CotCT Monster 1
Traits: Outsider
To Defeat: Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Storehouse C Card 8:
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.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse C Card 9:
Heavy Shield
Core Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse C Card 10:
Elixir of Love
CotCT Item 0
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.

Storehouse D
Traits: Urban
At This Location (Open): Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Storehouse D Card 1:
Covering Heavy Shield
Core Armor 1
Traits: Offhand Shield
To Acquire: Constitution Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse D Card 2:
Boggard
CotCT Monster 1
Traits: Aquatic Boggard
To Defeat: Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Storehouse D Card 3:
Termite Swarm
Core Monster 1
Traits: Swarm Vermin Trigger
To Defeat: Combat 10 OR Constitution Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Storehouse D Card 4:
Door Spike
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Wisdom Disable Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Storehouse D 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.
Storehouse D Card 6:
Spyglass
Core Item 0
Traits: Object
To Acquire: Wisdom Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse D Card 7:
Sage's Journal
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse D Card 8:
Glorious Warhammer
Core Weapon 1
Traits: Bludgeoning Hammer Magic Melee
To Acquire: Strength Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse D Card 9:
Magic Spiked Breastplate
CotCT Armor 1
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.
Storehouse D Card 10:
Shortbow
Core Weapon 0
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Desperate (Wildcard): When you encounter a boon and do not acquire it, discard a card.


STR d10 | DEX d4 | CON d8 (Fortitude +2) | INT d8 (Arcane +3; Disable +2) | WIS d6 | CHA d6 Deck Handler

Hour: Foreign Trader.

Start by casting Prophesize, calling for armors. Top 2 cards of Storehouse A are Chain Shirt and Thieves' Tools. Put Chain Shirt on top, rest of Storehouse A is shuffled.

Stay @ Storehouse and explore revealed armor.

Con 4 w/ Mz: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 - acquired with maximum intensity

Discard B of Pharasma to explore. Which card encountered?: 1d9 + 1 ⇒ (4) + 1 = 5 - Giant Fly

Combat 10 w/ reloaded sword, Mz, Binder's Tome: 1d10 + 1d8 + 3d4 ⇒ (5) + (4) + (2, 3, 4) = 18 - defeated

Where does Fly go?: 1d5 ⇒ 5 - Storehouse D

Beezle spots a fly on a watchman's head, and gives it a smack. The man's noggin slams into his lunchtime soup, and he angrily rears back his head.

The dwarf grins and shrugs. "Fly?"

The snarl melts, and the pair shares a laugh.

The fly unstuns itself after a 20-minute coma, then biz-buzzes away.

Zvarbel ends her turn.

Zvarbel attempts to recover all cards in her Recovery pile.
Prophesize: Arcane 6 w/ Mz: 1d8 + 3 + 1d4 ⇒ (4) + 3 + (3) = 10 -> Prophesize recharged .

Zvarbel displays armor and resets her hand.

Zvarbel wrote:

Hand: Blessing of the Spellbound 2, Penny Windfall (priest), Steal Book, Longsword, Burly Merle (bodyguard), Magus Arcana,

Displayed: Chain Shirt,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
"NOTES:
Available Support: With permission, will use Steal Book to grab first Arcane 1 spell that is encountered."

Skills and Powers:
SKILLS

Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution+2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence+3
Disable: Intelligence+2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a random weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ] or barrier).
When you draw your starting hand, you may draw an extra card, then recharge a card. (TT reward)
[ ] [ ] [ ] On your check during recovery, check a box that precedes this reward to add 1d6.
Reroll used? n

Card 1 from Storehouse A acquired. Card 5 (Fly) shuffled into Storehouse D. Rest of location is shuffled.


Deckhandler

Hourglass: Irori's Mastery- When this is the hour: On your blessed check, you may reroll any dice showing 1

Top card: 1d8 ⇒ 1 Storehouse A Card 2: Thieves' Tools Dex 4: 1d6 + 1d4 + 1d4 ⇒ (4) + (1) + (3) = 8 Reveal Chronicler and Maznar reveals crow. Discard Blessing of the Spellbound to explore.

Top Card: 1d7 ⇒ 5 Storehouse A Card 8: Scimitar Melee 7: 1d8 + 2 + 1d4 + 1d4 ⇒ (7) + 2 + (3) + (1) = 13 Reveal Chronicler and Maznar reveals crow.

EOT- Discard Bestiary of Garund

Heggel wrote:

Hand: Scimitar, Cure, Tussah Silk Coat, Binder's Tome, Thieves' Tools, Chronicler,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sage, Magical Child, Holy Light, Retainer, Life Drain, Fire Snake, Blessing of the Gods, Blessing of the Gods II, Mace, Magic Half-Plate
Recharged:
Discard Pile: Blessing of the Spellbound, Bestiary of Garund,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☐+1) to your check.

Storehouse A
Acquired 2 & 8

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