
BR skizzerz |

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?

BR skizzerz |

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.

BR skizzerz |

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
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).
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)
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)
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.
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.
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.
Monster 1
Core Monster 0
Traits: Skeleton Undead Veteran
To Defeat: Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 2
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
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
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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.

wkover - Zvarbel |

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.
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."
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 - Gimry |

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.
"
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
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:
Buried Pile:
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.

Maznar |

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.
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!"
"
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:
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.

Grimsnik's Heggal |

Starting location: Plaza
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"
"
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:
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.

BR skizzerz |

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
Scourges
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
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
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
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.
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
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
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
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
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.
Proxy A: Dangerous Sales (Closing Henchman)
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)
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.
The Vision (Blessing 1)
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
Monster 1
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
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
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
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
Core Item 0
Traits: Object
To Acquire: Dexterity Disable 4
When a local character encounters a monster, discard; they evade it.
Item 2
Core Item 1
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 7
Recharge to heal a local character a card.
Item 3
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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
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
Turn 2 Maznar/Bigguyinblack
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
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.
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT 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
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.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Item 0
Traits: 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.
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.
CotCT Barrier 1
Traits: Obstacle
To Defeat: Dexterity Acrobatics 5 OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
CotCT Barrier 1
Traits: Acid Trap
To Defeat: Dexterity Acrobatics Disable Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core 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.
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.
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.
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.
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
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Ally 0
Traits: 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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
Core Barrier 1
Traits: Lock Obstacle Veteran
To Defeat: Strength Melee 10+# OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core 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.
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.
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.
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.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Barrier 1
Traits: Cache Veteran
To Defeat: Intelligence Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core 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.
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
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.
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.
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.
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.
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.
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.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT 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.
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.
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.
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 - Gimry |

========================
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
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
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.
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)
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
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
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
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
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
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.
"
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
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:
Buried Pile:
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

wkover - Zvarbel |

Out of turn: Call Weapon recovery.
Arc 6: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (4) = 14 - recharged
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."
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.

Maznar |

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.
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
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.
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.
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.
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!"
"
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:
Buried Pile:
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.

wkover - Zvarbel |

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
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."
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 - Gimry |

"Alright, Beez. Lets clean out some rats!"
Combat(Melee) 9: 1d10 + 2 + 1d8 + 1 + 1d4 ⇒ (10) + 2 + (1) + 1 + (1) = 15
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."

BR skizzerz |

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
Scourges
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
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
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
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.
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
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
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
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
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.
Proxy A: Dangerous Sales (Closing Henchman)
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)
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.
Archer (Ally 0)
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)
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)
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)
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)
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
Monster 1
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
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
Core Monster 0
Traits: Skeleton Undead Veteran
To Defeat: Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 4
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
CotCT Item 0
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Item 2
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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
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
Turn 5 Agna/Gimry
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
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.
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT 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
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Ally 0
Traits: 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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
Core Barrier 1
Traits: Lock Obstacle Veteran
To Defeat: Strength Melee 10+# OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core 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.
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.
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.
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.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Barrier 1
Traits: Cache Veteran
To Defeat: Intelligence Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core 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.
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
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.
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.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT 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.
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.
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.
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.

Grimsnik's Heggal |

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.
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"
"
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:
Buried Pile:
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 - Gimry |

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
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
Intelligence - 1d4
Maznar's Aid - 1d4
Banish the Wand
Recharge Spike to explore again
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
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
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
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
"
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
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:
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

wkover - Zvarbel |

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.
Hand: Apprentice, Fire Snake, Locked Door, Gallivance, Magus Arcana,
Displayed:
Deck: 10 Discard: 0 Buried: 1
Hero Points: 0
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.

Maznar |

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.
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.
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.
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!"
"
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:
Buried Pile:
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.

Grimsnik's Heggal |

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

wkover - Zvarbel |

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
Hand: Magus Arcana, Blessing of the Spellbound 1, Longsword, Rapier, Gallivance,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Hero Points: 0
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.

Grimsnik's Heggal |

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
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"
"
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:
Buried Pile:
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

BR skizzerz |

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
Scourges
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
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
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
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.
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
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
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
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
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.
Proxy A: Dangerous Sales (Closing Henchman)
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)
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.
Archer (Ally 0)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
Monster 1
Core Monster 0
Traits: Skeleton Undead Veteran
To Defeat: Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 2
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
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
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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
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
Turn 10 Maznar/Bigguyinblack
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
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.
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT 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
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Ally 0
Traits: 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.
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.
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.
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.
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.
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.
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.
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.
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.
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)
Core Barrier 1
Traits: Cache Veteran
To Defeat: Intelligence Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Weapon 1
Traits: 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.
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.

BR skizzerz |

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 - Gimry |

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.
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
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
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
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
Combat(Melee) - 1d10+2
Longsword - 1d8
Reload - 1d4
Combat(Melee) 12(11+1): 1d10 + 2 + 1d8 + 1 + 1d4 ⇒ (1) + 2 + (3) + 1 + (4) = 11
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
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
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)
"
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
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:
Buried Pile:
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

wkover - Zvarbel |

Out of turn: Spellbound discarded for Agna.
Hand: Magus Arcana, Longsword, Rapier, Gallivance,
Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 0
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.

BR skizzerz |

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
Scourges
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
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
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
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.
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
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
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
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
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.
Proxy A: Dangerous Sales (Closing Henchman)
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)
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.
Archer (Ally 0)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
Monster 1
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
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
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
CotCT Monster 1
Traits: Aberration Aquatic
To Defeat: Combat 11
If this monster would be defeated, reroll.
Monster 5
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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.
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
Turn 11 Zvarbel/wkover
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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.
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.
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.
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.
CotCT Barrier 0
Traits: Task
To Defeat: Wisdom Diplomacy Stealth 6
If undefeated, bury the top card of your deck.
Core Item 0
Traits: Book
To Acquire: Intelligence Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Core 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.
Core Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core 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.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Barrier 0
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core 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
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Ally 0
Traits: 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.
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.
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.
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.
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.
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.
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.
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.
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.
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

Maznar |

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.
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.
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.
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!"
"
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:
Buried Pile:
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.

wkover - Zvarbel |

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?"
Hand: Magus Arcana, Spellbook, Blessing of the Spellbound 2, Prophesize, Chain Mail,
Displayed:
Deck: 5 Discard: 4 Buried: 1
Hero Points: 0
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 - Gimry |

Recharge Fox for Maznar
"
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
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:
Buried Pile:
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.

wkover - Zvarbel |

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...
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.
Hand: Magus Arcana, Spellbook, Blessing of the Spellbound 2, Prophesize, Chain Mail,
Displayed:
Deck: 5 Discard: 4 Buried: 1
Hero Points: 0
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.

Grimsnik's Heggal |

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."
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"
"
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:
Buried Pile:
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 - Gimry |

"========================
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
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
Intelligence - 1d4
Maznar's Aid - 1d4
Recharge Bagheera to explore again
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
Constitution - 1d6
Maznar's Aid - 1d4
Recharge Squaker to explore again
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
Dexterity - 1d8
Maznar's Aid - 1d4
Blessed - 1d8
Use Heggals Gods to bless
EoT I didn't acquire anything: 1d6 ⇒ 1
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)
"
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
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:
Buried Pile:
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

Maznar |

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
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.
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
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
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.
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!"
"
Middle of Deck (Unknown Order): Divine Insight, Porcupine (Core), The Midwife, Blessing of Gorum
Recharged: Detect Magic, Bloodscent, Holy Water (Core), Fireblade,
Discard Pile:
Buried Pile:
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.

wkover - Zvarbel |

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.
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.
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."
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.

Grimsnik's Heggal |

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."
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"
"
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:
Buried Pile:
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

BR skizzerz |

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
Scourges
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
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
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
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.
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
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
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
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
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.
Proxy A: Dangerous Sales (Closing Henchman)
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)
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.
Archer (Ally 0)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
Monster 1
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
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
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
Core Monster 0
Traits: Giant Ogre Veteran
To Defeat: Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Monster 5
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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.
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
Turn 18 Maznar/Bigguyinblack
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
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
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
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
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
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
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
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
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
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
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
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
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)
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.
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.
CotCT Item 1
Traits: Instrument Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
CotCT 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.

wkover - Zvarbel |

Out of turn: Updated hand from retcon.
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."
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 - Gimry |

"========================
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
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
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
"
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
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:
Buried Pile:
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

Maznar |

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.
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.
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.
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.
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.

BR skizzerz |

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.

BR skizzerz |

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.

BR skizzerz |

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.
Scourges
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
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
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
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.
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
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
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
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
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.
Bloatmage (Villain)
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)
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)
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)
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.
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

wkover - Zvarbel |

Starting @ Storehouse A for the increased hand size. Then possibly moving to Lab A to avoid hand discard closing effect.
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."
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

Maznar |

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.
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!"
"
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:
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 - Gimry |

Start with the group.
"
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
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:
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.

Grimsnik's Heggal |

Start with group
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"
"
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:
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.

BR skizzerz |

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.
Scourges
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
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
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
Scourge 0
You cannot evade or move.
When your location is closed, remove this scourge.
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
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
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
Scourge 0
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
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.
Bloatmage (Villain)
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)
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)
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)
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.
Monster 1
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
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
CotCT Monster 1
Traits: Aberration Aquatic
To Defeat: Combat 11
If this monster would be defeated, reroll.
Monster 4
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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.
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
Turn 2 Heggal/Grimsnik
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
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.
CotCT Barrier 1
Traits: Acid Trap
To Defeat: Dexterity Acrobatics Disable Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Core Item 1
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
CotCT Barrier 1
Traits: Curse Task Veteran
To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
CotCT 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.
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.
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.
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.
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.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Monster 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
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.
Core Monster 1
Traits: Human Warrior Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Core 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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
CotCT Monster 1
Traits: Outsider
To Defeat: Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Core 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.
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.
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
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.
CotCT Monster 1
Traits: Aquatic Boggard
To Defeat: Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Core Monster 1
Traits: Swarm Vermin Trigger
To Defeat: Combat 10 OR Constitution Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Wisdom Disable Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core Item 0
Traits: 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.
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.
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.
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.
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.

wkover - Zvarbel |

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.
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."
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.

Grimsnik's Heggal |

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
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"
"
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:
Buried Pile:
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