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

Game Master Gimry

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


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Deckhandler

Hourglass: The Winged Serpent
When this is the hour: Your Ranged check is blessed.

Explore: Card 1/7: 1d2 ⇒ 2

Slaughterhouse Card 7: Giant Toad Combat 7: 1d8 + 3 + 2d6 + 1d4 ⇒ (8) + 3 + (1, 1) + (4) = 17 Play Holy Light, Reveal Surgeon. Discard Fire Snake for Location Power. Discard The Paladin to explore.

Thug: The Paladin adds 1d10+2 to all non-combat checks. BYA Diplomacy 4+2: 1d10 + 2 + 1d4 + 1d10 + 2 ⇒ (5) + 2 + (2) + (8) + 2 = 19 Reveal Surgeon
Diplomacy 7+2: 1d10 + 2 + 1d4 + 1d10 + 2 ⇒ (6) + 2 + (4) + (3) + 2 = 17 Reveal Surgeon. discard Surgeon for location power and banish Chronicler to close location

We win!


Development

Not long after the first punch was thrown, the fight took on an ebb and flow of movement that slowly roiled out toward the main street. What began as a show of bravado and intimidation swiftly became a near jovial occasion as the street toughs realized you could match them blow for blow.

“Just what the physick ordered! How about another—what is that?”

The wild grin on the tattooed man’s face melts to terror as he backs away and raises an arm, pointing behind you and up the road. You hear a rapidly approaching clatter of ironclad wheels and steel-plated hooves on cobblestone. As you turn your head, you see a massive black wagon pulled by four undead steeds. The street toughs turn heel and run; you’re quick to follow their lead.

Reward

Each character gains 1 XP and 1 Hero Point.

Loot: the blessings Our Lord in Iron and The Prince of Pain.

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
Armor of Insults (Armor 1)
Horn of Battle Clarity (Item 0)
Immolate (Spell 0)
Mithral Chain Shirt (Armor 2)
Revitalize (Spell 0)
The Midwife (Blessing 1)
The Paladin (Blessing 2)

Spell 00
Armor 21
Item 0
Blessing 21


7-2B: A Day at the Races

The relief that you took the time earlier to secure your gear is immeasurable in the moment. There is no time to think as you follow the street toughs down the main road deeper into the Warrens, pursued by the thunderous patter of hoofbeats.

Between quick glances over your shoulder, you put together a better idea of exactly what is careening down the cobblestone path after you. The steeds themselves are recently undead, the skin only just beginning to tear and give sight to the straining muscles beneath. Milky eyes roll and toss within the horse’s skulls, and sparks occasionally cast off from their shoed hooves as they crash into the stone below. Each horse wears a fine leather bridle inset with a control amulet; these failed amulets are dull and barely shine in the moonlight. The reins are held bundled up by the tiny grasping hand of a zombie gnome complete with top hat, finely fashioned cape, and what appears to be a false beard. Inset in the black wood of the cart behind the gnome are malachite letters proudly displaying “Dovzar’s Curios and Curiosities.”

The cart bounces off shanty walls as it is yanked down the street, drawers slinging wildly in and out of the sides. It appears that the merchant had an unfortunate run-in with Horus’s capricious control amulets. What matters now is escaping the runaway wheeled death machine, a task easier said than done. The doors and windows along the empty street are shuttered tight in the wait for morning, and at full sprint, small side alleys flash by before you can see them and change course. For better or worse, you are gaining on the street toughs from moments before, though they seem entirely preoccupied with running.

As you overtake the leader, you lock eyes in a brief but intense moment of shared fear, cut short by a rogue cobblestone jutting upward that catches his toe and sends him under the hooves. With the rest of the brawlers following suit, you steel your nerves and catch your second wind. The chase is just beginning.


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: When building the locations, build small locations and shuffle an additional barrier into each.
After creating the hourglass, display 2 markers next to it.
Characters start at the Abandoned Shacks.

During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.

Danger: Each time you encounter the danger, randomly choose a new Barrier.
Villain: None
Henchmen (Closing): Undeath on Wheels - Proxy A

Scenario's Harrow Suit: Crowns (The Liar)
Scenario's #: 2

Hourglass Markers: 2

Scourges:

Dazed

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

Drained

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

Exhausted

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

Entangled

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

Frightened

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

Honor-Tested

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

Plagued

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

Poisoned

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

Wounded

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

Undead Story Bane Roster:

Roll 1d6 and encounter the story bane listed below.

1 - Ancient Skeleton

Spoiler:
Ancient Skeleton
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.

2 - Wight

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

3 - Zombie Minions

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

4 - Mummy

Spoiler:
Mummy
Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.

5 - Vampire

Spoiler:
Vampire
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

6 - Wraith

Spoiler:
Wraith
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Story Banes:

Undeath on Wheels (Closing Henchman, Proxy A)

Spoiler:
Undeath on Wheels
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

Acquired Cards:

Random Monsters:

Monster 1
Spoiler:
Accursed Priest
Core Monster 1
Traits: Cleric Undead Veteran
To Defeat: Combat 11+## OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.

Monster 2

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

Monster 3

Spoiler:
Mimic
Core Monster 2
Traits: Aberration Trap
To Defeat: Combat 15 OR Wisdom Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.

Monster 4

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

Monster 5

Spoiler:
Minotaur
Core Monster 2
Traits: Minotaur
To Defeat: Combat 15 OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

Random Barriers:

Barrier 1
Spoiler:
Symbol of Agony
CotCT Barrier 2
Traits: Magic Trap
To Defeat: Intelligence Wisdom Arcane Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

Barrier 2

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

Barrier 3

Spoiler:
Invisible Wall
Core Barrier 2
Traits: Lock Magic Trigger
To Defeat: Arcane Divine Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Lucky Starknife
Core Weapon 2
Traits: Finesse Knife Magic Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.

Weapon 2

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

Weapon 3

Spoiler:
Flaming Shortbow
CotCT Weapon 1
Traits: 2-Handed Bow Fire Magic Piercing Ranged
To Acquire: Dexterity Ranged Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 4

Spoiler:
Warhammer
Core Weapon 0
Traits: Hammer Melee
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

Weapon 5

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

Random Spells:

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

Spell 2

Spoiler:
Frozen Touch
CotCT Spell 0
Traits: Arcane Attack Cold Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spell 3

Spoiler:
Aspect of the Monkey
Core Spell 2
Traits: Divine Magic Animal
To Acquire: Wisdom Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

Spell 4

Spoiler:
Sanctuary
CotCT Spell 0
Traits: Divine Magic
To Acquire: Wisdom Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spell 5

Spoiler:
Life Drain
Core Spell 1
Traits: Arcane Attack Divine Healing Magic
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

Random Armor:

Armor 1
Spoiler:
Gray Maiden Plate
CotCT Armor 2
Traits: Gray Maiden Heavy Armor
To Acquire: Constitution Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Armor 2

Spoiler:
Magic Mithral Chain Mail
CotCT Armor 2
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Armor 3

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

Armor 4

Spoiler:
Brute Force Shield
Core Armor 2
Traits: Offhand Shield
To Acquire: Constitution Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 5

Spoiler:
Shield of Resistance
Core Armor 2
Traits: Offhand Shield
To Acquire: Constitution Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.

Random Items:

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

Item 2

Spoiler:
Magnifying Glass
CotCT Item 0
Traits: Tool
To Acquire: Intelligence Disable Perception 4
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

Item 3

Spoiler:
Mist Horn
CotCT Item 1
Traits: Instrument Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Item 4

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

Item 5

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

Random Allies:

Ally 1
Spoiler:
Mouse
Core Ally 0
Traits: Animal
To Acquire: Wisdom Stealth Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

Ally 2

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

Ally 3

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

Ally 4

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

Ally 5

Spoiler:
Bound Homunculus
Core Ally 2
Traits: Construct Magic
To Acquire: Intelligence Arcane Craft 8 OR Charisma Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.

Random Blessings:

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

Blessing 2

Spoiler:
The Empty Throne
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire: Charisma Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

Blessing 3

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

Blessing 4

Spoiler:
Rovagug's Destruction
Core Blessing 2
Traits: Deity: Rovagug Divine Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire: Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None

On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

Blessing 5

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

Turn 1 Agna/Gimry
Hour Power: No effect.

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

Cards Remaining in Hourglass: 29

Hourglass:

Turn 2 Maznar/Bigguyinblack

Spoiler:
The Theater
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire: Charisma Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

Turn 3 Zvarbel/wkover

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

Turn 4 Heggal/Grimsnik

Spoiler:
The Desert
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: When you move during your move step, bury a card.
To Acquire: Constitution Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.

Turn 5 Agna/Gimry

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

Turn 6 Maznar/Bigguyinblack

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

Turn 7 Zvarbel/wkover

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

Turn 8 Heggal/Grimsnik

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

Turn 9 Agna/Gimry

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

Turn 10 Maznar/Bigguyinblack

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

Turn 11 Zvarbel/wkover

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Turn 12 Heggal/Grimsnik

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

Turn 13 Agna/Gimry

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: Ignore cards' before acting powers.
To Acquire: Constitution Divine 4+#
On a local check, bury to bless twice.
Discard to explore.

Turn 14 Maznar/Bigguyinblack

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

Turn 15 Zvarbel/wkover

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: Your Survival check is blessed.
To Acquire: Wisdom Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

Turn 16 Heggal/Grimsnik

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

Turn 17 Agna/Gimry

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

Turn 18 Maznar/Bigguyinblack

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

Turn 19 Zvarbel/wkover

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire: Constitution Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

Turn 20 Heggal/Grimsnik

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

Turn 21 Agna/Gimry

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

Turn 22 Maznar/Bigguyinblack

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

Turn 23 Zvarbel/wkover

Spoiler:
The Demon's Lantern
CotCT Blessing 1
Traits: Harrow Veteran Veteran Suit: Keys
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire: Dexterity Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.

Turn 24 Heggal/Grimsnik

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

Turn 25 Agna/Gimry

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

Turn 26 Maznar/Bigguyinblack

Spoiler:
Sarenrae's Light
Core Blessing 1
Traits: Deity: Sarenrae Divine Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire: Wisdom Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

Turn 27 Zvarbel/wkover

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you acquire a boon, bury it.
To Acquire: Charisma Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

Turn 28 Heggal/Grimsnik

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

Turn 29 Agna/Gimry

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

Turn 30 Maznar/Bigguyinblack

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

Storehouse
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: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Storehouse Card 1:
Humanbane Rapier
CotCT Weapon 2
Traits: Finesse Magic Melee Piercing Swashbuckling Sword
To Acquire: Strength Acrobatics Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Storehouse Card 2:
Quilted Cloth Armor
CotCT Armor 0
Traits: Light Armor
To Acquire: Constitution Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Storehouse Card 3:
Locked Door
Core Barrier 1
Traits: Lock Obstacle Veteran
To Defeat: Strength Melee 10+# OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Storehouse Card 4:
Thieves' Tools
Core Item 0
Traits: Tool
To Acquire: Dexterity Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Storehouse Card 5:
Henchman Proxy A6
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Storehouse Card 6:
Death's Breath Door
CotCT Barrier 2
Traits: Lock Trap
To Defeat: Strength Dexterity Disable Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Storehouse Card 7:
Token of Remembrance
Core Item 0
Traits: Arcane Divine Magic Object
To Acquire: Intelligence Wisdom Arcane Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Storehouse Card 8:
Troll
Core Monster 2
Traits: Troll Veteran
To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

Abandoned Shacks
Traits: Urban
At This Location (Open): Characters may not play allies.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Agna/Gimry, Heggal/Grimsnik, Maznar/Bigguyinblack, Zvarbel/wkover

Abandoned Shacks Card 1:
Dire Crocodile
CotCT Monster 2
Traits: Animal Aquatic
To Defeat: Combat 15 Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Abandoned Shacks Card 2:
Spiked Gauntlet
CotCT Item 0
Traits: Accessory Piercing
To Acquire: Strength Melee 4
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Abandoned Shacks Card 3:
Allying Dart
Core Weapon 1
Traits: Dart Magic Piercing Ranged
To Acquire: Dexterity Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Abandoned Shacks Card 4:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Abandoned Shacks Card 5:
Dissident Guard
CotCT Barrier 1
Traits: Task
To Defeat: Charisma Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Abandoned Shacks Card 6:
Harpy
Core Monster 2
Traits: Harpy
To Defeat: Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Abandoned Shacks Card 7:
Phantasmal Apparition
CotCT Barrier 1
Traits: Curse Task Trigger Veteran
To Defeat: Intelligence Knowledge 6+# OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Abandoned Shacks Card 8:
Tower Shield
Core Armor 1
Traits: Offhand Shield
To Acquire: Constitution Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Mountain
Traits: Wild
At This Location (Open): At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Mountain Card 1:
Magic Klar
CotCT Armor 2
Traits: Offhand Shield Magic
To Acquire: Constitution Fortitude Melee Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Mountain Card 2:
Mob of Undead
Core Barrier 1
Traits: Skirmish Undead
To Defeat: None
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Mountain Card 3:
Prayer
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Wisdom Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Mountain Card 4:
Allip
Core Monster 1
Traits: Incorporeal Undead
To Defeat: Combat 14 OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Mountain Card 5:
Flanking Attack
CotCT Barrier 1
Traits: Skirmish Veteran
To Defeat: None
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Mountain Card 6:
Henchman Proxy A5
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Mountain Card 7:
Faceless Stalker
Core Monster 2
Traits: Aberration
To Defeat: Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Mountain Card 8:
Snake Oil Seller
CotCT Barrier 2
Traits: Task
To Defeat: Intelligence Craft 6 OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

Bridge
Traits: Urban
At This Location (Open): Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Bridge Card 1:
Cryptic Message
Core Barrier 2
Traits: Cache
To Defeat: Intelligence Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Bridge Card 2:
Pit Trap
Core Barrier 0
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Bridge Card 3:
Confusion
Core Spell 0
Traits: Arcane Divine Magic Mental
To Acquire: Intelligence Wisdom Arcane Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Bridge Card 4:
Shelyn's Song
Core Blessing 1
Traits: Deity: Shelyn Divine Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire: Charisma Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Bridge Card 5:
Pixie Gang
Core Monster 2
Traits: Fey Swarm
To Defeat: Combat 13 OR Dexterity Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Bridge Card 6:
Lost Local
Core Barrier 0
Traits: Task
To Defeat: Charisma Diplomacy 5 OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Bridge Card 7:
Henchman Proxy A2
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Bridge Card 8:
Barghest
CotCT Monster 2
Traits: Outsider
To Defeat: Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

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

Cliff Card 1:
Werewolf
Core Monster 1
Traits: Lycanthrope
To Defeat: Combat 11 OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Cliff Card 2:
Heavy Shield
Core Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Cliff Card 3:
The Winged Serpent
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: Your Ranged check is blessed.
To Acquire: Wisdom Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Cliff Card 4:
Diseased Rats
CotCT Monster 2
Traits: Animal Swarm
To Defeat: Combat 13 OR Stealth Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Cliff Card 5:
Starknife
Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Cliff Card 6:
Mad Prophet
CotCT Barrier 1
Traits: Curse Task Veteran
To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Cliff Card 7:
Boggard
CotCT Monster 1
Traits: Aquatic Boggard
To Defeat: Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Cliff Card 8:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Dungeons
Traits: Underground
At This Location (Open): The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Dungeons Card 1:
Deadfall Scorpion
Core Monster 2
Traits: Poison Vermin
To Defeat: Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Dungeons Card 2:
Henchman Proxy A4
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Dungeons Card 3:
Guardian Door
Core Barrier 2
Traits: Obstacle Task
To Defeat: Intelligence Diplomacy Disable Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Dungeons Card 4:
Giantbane Greataxe
Core Weapon 1
Traits: 2-Handed Axe Magic Melee Slashing
To Acquire: Strength Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Dungeons Card 5:
Guard Dog
CotCT Monster 0
Traits: Animal
To Defeat: Combat 9 OR Charisma Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Dungeons Card 6:
Incitation
Core Blessing 0
Traits: Arcane Divine
When this is the hour: No effect.
To Acquire: Arcane Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Dungeons Card 7:
Smoke Bomb
CotCT Item 1
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Dungeons Card 8:
Sick Child
CotCT Barrier 2
Traits: Task
To Defeat: Constitution Fortitude 10 OR Charisma Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.


Some notes:
- Reminder text has not yet been added to card spoilers. Be mindful of any relevant location and scenario powers!
- I did not remove loot before building locations like I usually do. If you come across a loot card that shouldn't be there (because someone took it), replace it with a different card from the Random Cards spoilers.
Both of these will be addressed in a later BR update, no ETA as to when that may be.


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

Start @ Shacks with everyone.

Zvarbel wrote:

Hand: Chain Mail, Fire Snake, Enervation, Call Weapon, Penny Windfall (priest), Magus Arcana,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2

Skills and Powers:
SKILLS

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

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

Will use Call Weapon on Agna's turn to grab Gallivance from deck.


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

Start at Shacks

"

Agna wrote:

Hand: Warhammer, Cruel Longsword, Bagheera (Snow Leopard), Squaker (Crow), Blessing of the Gods,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Abandoned Shacks
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gorum's Iron, Droogami, Squeeker (Pig), Balmberry, Covering Heavy Shield, Masterwork Tools, Our Lord In Iron, Bastard Sword, Main-Gauche, Repelling Pike +1, Abadar's Law
Recharged:
Discard Pile:
Buried Pile:

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

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

"


Deck Handler

Trading out Blessing of the Gods 2 for The Carnival. Trading out Blessing of Pharasma for Balmberry. Starting location Abandoned Shacks.

Maznar wrote:

Hand: Sacred Candle (Core), Porcupine (Core), Holy Light (Core), Balmberry, Cure, Crow (Core), Gray Maiden Plate,

Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Abandoned Shacks
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Glorious Warhammer, Divine Insight, Fireblade, Blessing of Milani, Mastiff, Blessing of Gorum, The Carnival, Blessing of the Gods 1, Sonic Blast
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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


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

"========================
Agna starts her turn.
Hour: Prayer
Hour Power:No effect.
Location: Abandoned Shacks
Location Power:Characters may not play allies.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.
"

remove a Marker - 1 left

Dire Crocodile:

CotCT Monster 2
Traits: Animal Aquatic
To Defeat: Combat 15 Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

Combat 15: 1d10 + 4 + 1d8 + 1 + 1d4 + 1d4 ⇒ (8) + 4 + (7) + 1 + (4) + (4) = 28

Roll Details:

Combat(Melee) - 1d10+4
Cruel Longsword - 1d8+1
Reload - 1d4
Maznar's Aid - 1d4

Use Gods as Prayer to Examine then explore

Spiked Gauntlet:

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

Just auto fail that. Useless

As we duck into the Shacks, Squaker points out a raging crocodile. With little time to spare, I calm the beast down and send it on its way.

"

Agna wrote:

Hand: Warhammer, Cruel Longsword, Bagheera (Snow Leopard), Squaker (Crow), Squeeker (Pig),

Displayed:
Deck: 10 Discard: 1 Buried: 0
Current Location: Abandoned Shacks
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bastard Sword, Droogami, Covering Heavy Shield, Masterwork Tools, Main-Gauche, Abadar's Law, Our Lord In Iron, Gorum's Iron, Balmberry, Repelling Pike +1
Recharged:
Discard Pile: Blessing of the Gods,
Buried Pile:

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

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

"

End of Turn Summary
Banished Cards 1 and 2 from the Shacks.
Removed 1 marker from the hourglass


Deck Handler

The Theater: When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.

At the start of my turn examine Abandoned Shacks card 3: Allying Dart. Encounter it and banish it. Remove 1 marker from the Hourglass.

Pass Crow (Core) to Agna. Bury Sacred Candle (Core) to draw the hour The Theater.

Abandoned Shacks Card 4: Henchman Proxy A1/Undeath on Wheels:

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

BYA random character A/H/M/Z: 1d4 ⇒ 3

fortitude 5 revealing an animal for my power: 1d8 + 1d4 + 1 ⇒ (6) + (3) + 1 = 10

fortitude 7 revealing an animal for my power, discarding The Theater to bless: 2d8 + 1d4 + 1 ⇒ (7, 5) + (4) + 1 = 17

Display a marker next to the Hourglass.

random barrier #1 to close Symbol of Agony:

CotCT Barrier 2
Traits: Magic Trap
To Defeat: Intelligence Wisdom Arcane Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

divine 9 revealing an animal for my power: 1d10 + 1d4 + 5 ⇒ (2) + (4) + 5 = 11

I think the scenario overrides the location and we all move to Mountain. Display Gray Maiden Plate. Use Balmberry on myself to heal for 1. End turn.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Balmberry: Divine 8: 1d10 + 1d4 + 5 ⇒ (5) + (2) + 5 = 12 -> Balmberry recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Divine Insight, Porcupine (Core), Holy Light (Core), Fireblade, Cure, The Theater, Blessing of the Gods 1,

Displayed: Gray Maiden Plate,
Deck: 7 Discard: 0 Buried: 1
"Current Location: Mountain
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

The Theater: On any check, discard to bless, and non-blessing Harrow boons may be freely played.

Divine Insight: On any check to defeat a barrier, banish to add 2d6.

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

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Glorious Warhammer, Blessing of Milani, Blessing of Gorum, Mastiff, Sonic Blast, The Carnival
Recharged: Balmberry,
Discard Pile:
Buried Pile: Sacred Candle (Core),
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

Abandoned Shacks closed.

Acquired my hour The Theater.

Used random barrier #1.

Agna was handed Crow (Core).


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

Out of turn: spell recovery. Arc 6: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (4) = 15 - call weapon recharged.

My hour: The Dance. When at least 3 types of boon are played on any check, a character may draw a card.

Starting # of markers: 1. SOT: Final marker removed.

SOT Wis 6 (Mountain): 1d6 + 1d4 ⇒ (1) + (4) = 5 - reroll d6 w/ Magus Arcana

SOT Wis 6 (Mountain): 1d6 + 4 ⇒ (2) + 4 = 6 - not Exhausted

Beez skips down the mountain, eager to start the new day.

Explore Mountain, encounter Magic Klar (armor 2).

Asking Maznar for BoG, as it copies Dance and adds 2 dice.

Fort 9 w/ blessing: 3d8 + 2 ⇒ (8, 1, 3) + 2 = 14 - armor 2 acquired

There isn't a place in the land where Beezle can't find armor. The gods sprinkle it everywhere she walks.

Discard Penny to explore, encounter Mob of Undead barrier.

Which undead story bane?: 1d6 ⇒ 2 - Wight (story bane roster here)

Discard Fire Snake for BYA cold damage. Cast Enervation.

Difficulty reduction?: 2d4 ⇒ (2, 1) = 3

Combat 11 (10+4-3) w/ Gallivance, recharged Klar, Penny bonus, Mz: 1d10 + 1 + 1d6 + 1 + 1d6 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (6) + 1 + (3) + 1 + (3) + (1) = 17 - defeated, so barrier is defeated and added to hand

What was originally thought to be a herd of undead ended up being only a single wandering spook. Beez bops it on the head, dropping it to the ground. For a while, at least.

Marker added to Hourglass.

Zvarbel displays Chain Mail and ends her turn.

Zvarbel attempts to recover all cards in her Recovery pile.
Enervation: Arcane 8: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (1) = 11 -> Enervation recharged.

Zvarbel resets her hand.

Zvarbel wrote:

Hand: Unholy Matrimony (B1), Magus Arcana, Blessing of Sivanah, Gallivance, Blessing of the Spellbound,

Displayed: Chain Mail,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 2

Skills and Powers:
SKILLS

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

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


Deckhandler

Loot: Ring of Protection

Heggel wrote:

Hand: Cure, Binder's Tome, Blessing of the Spellbound, Chronicler, Fire Snake,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection, Tussah Silk Coat, Blessing of Gorum, Magical Child, Holy Light, Blessing of Nethys, Retainer, Mace, Magic Half-Plate, Surgeon, Life Drain
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
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.


Deckhandler

Hourglass: The Desert
When this is the hour: When you move during your move step, bury a card.

SOT- # of Markers- 1 Remove a marker # of markers = 0
Wisdom 4+2: 1d8 + 1 + 1d4 + 1d4 ⇒ (2) + 1 + (1) + (4) = 8 Reveal Chronicler. Maznar reveals Porcupine (c)

Explore: Mountain Card 3: Prayer Divine 3: 1d8 + 3 + 1d4 + 1d4 ⇒ (8) + 3 + (3) + (3) = 17 Reveal Chronicler. Maznar reveals Porcupine (c). Discard Prayer to examine top card then may explore- Allip. Don't have anything with Magic trait so not exploring.

Heggel wrote:

Hand: Cure, Binder's Tome, Blessing of the Spellbound, Chronicler, Fire Snake,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mace, Magic Half-Plate, Ring of Protection, Magical Child, Retainer, Tussah Silk Coat, Surgeon, Life Drain, Blessing of Nethys, Holy Light, Blessing of Gorum
Recharged:
Discard Pile: Prayer,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
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.

Total # of Markers=0
Mountain #3 acquired
Mountain #4 Allip examined


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

========================
Agna starts her turn.
Hour: The Lost
Hour Power:When you would recharge a Magic boon, discard it instead.
Location: Mountain
Location Power:At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.

Survival Check
Survival 6(4+2): 1d8 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9

Roll Details:

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

No Markers, so summon Undeath on Wheels

Undeath on Wheels:

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

Random Local: 1d4 ⇒ 1 ->Me

Dexterity 5: 1d8 + 1d4 ⇒ (4) + (2) = 6

Roll Details:

Dexterity - 1d8
Maznar's Aid - 1d4

Constitution 7: 1d6 + 1d4 + 1d4 ⇒ (6) + (2) + (3) = 11

Roll Details:

Constitution - 1d6
Squeeker (Pig) - 1d4
Maznar's Aid - 1d4

Recharge Sqeeker to add 1d4 to Con check
Defeated a barrier, so add a Marker to the Hourglass
Because it was summoned, it doesn't get shuffled into the location

Free Explore

Allip:

Core Monster 1
Traits: Incorporeal Undead
To Defeat: Combat 14 OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

Combat 14: 1d10 + 4 + 1d8 + 1 + 1d4 + 1d4 + 1d4 ⇒ (6) + 4 + (5) + 1 + (4) + (1) + (4) = 25

Roll Details:

Combat(Melee) - 1d10+4
Cruel Longsword - 1d8+1
Maznar's Aid - 1d4
Bagheera (Snow Leopard) - 1d4
Binder's Tome - 1d4

Cruel Longsword has magic, so it's defeated

Recharge Squaker to explore again

Flanking Attack:

CotCT Barrier 1
Traits: Skirmish Veteran
To Defeat: None
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

Random Other Character: 1d3 ⇒ 1->Maznar faces Danger
Maznar already encountered Barrier 1, so I will encounter Barrier 2

Exploding Runes:

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

Arcane 12(6+2+2+2): 1d4 + 2d6 + 1d4 + 1d4 ⇒ (4) + (5, 6) + (1) + (4) = 20

Roll Details:

Arcane - 1d4
Divine Insight - 2d6
Maznar's Aid - 1d4
Blessed - 1d4

Use Maznars Divine Insight, and recharge Heggals Spellbound

After dealing with the crocodile, I end up behind the rest of the crew and find the undead cart right in my heals. Luckily, I get out of the way just in time as the stench becomes overpowering. Unfortunately, an Allip from the cart jumps out and attacks.
Bagheera get to it first, but I quickly grab my Longsword to finish off the undead.

Wasting no time, I send Squaker ahead to scout out the path up the mountain. Unfortunately, Squaker sees nothing but traps ahead. I point one out to Maznar as I take care of some exploding runes.

End of Turn examine
Henchman Proxy A1

"

Agna wrote:

Hand: Warhammer, Cruel Longsword, Repelling Pike +1, Balmberry, Crow,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: Mountain
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bastard Sword, Covering Heavy Shield, Gorum's Iron, Our Lord In Iron, Masterwork Tools, Droogami, Main-Gauche, Abadar's Law
Recharged: Squeeker (Pig), Bagheera (Snow Leopard), Squaker (Crow),
Discard Pile: Blessing of the Gods,
Buried Pile:

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

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

"

End of Turn Summary
Banished Cards 4 and 5 from the Mountain
Added a Marker to the Mountain
Maznar needs to encounter Random Barrier 3
Used Maznars Divine Insight and Heggals Spellbound
Examined Card 6 of the Mountain - Henchman


Deck Handler

During Agna's turn summon and encounter random barrier #3.

Invisible Wall:

Core Barrier 2
Traits: Lock Magic Trigger
To Defeat: Arcane Divine Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.

divine 9 +2 revealing an animal: 1d10 + 1d4 + 5 ⇒ (7) + (2) + 5 = 14

Maznar attempts to recover all cards in their Recovery pile.
Divine Insight: Divine 8: 1d10 + 1d4 + 5 ⇒ (9) + (1) + 5 = 15 -> Divine Insight recharged.

Pass Cure to Heggal.

Lamashtu's Madness: When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. Remove a marker from the hourglass. 0 remain.

survival 4 +2 revealing an animal: 1d10 + 1d4 + 4 ⇒ (9) + (1) + 4 = 14

Mountain Card 6: Henchman Proxy A5/Undeath on Wheels:

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

random character A/H/M/Z: 1d4 ⇒ 3

fortitude 5 revealing an animal: 1d8 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6

fortitude 7 revealing an animal, discarding The Theater to bless: 2d8 + 1d4 + 1 ⇒ (2, 7) + (1) + 1 = 11

Add a marker to the hourglass. Bury the top card of my deck to close: The Carnival. Everyone moves to Bridge.

Maznar wrote:

Hand: Blessing of Gorum, Porcupine (Core), Holy Light (Core), Fireblade, Sonic Blast, Blessing of Milani, Glorious Warhammer,

Displayed: Gray Maiden Plate,
Deck: 3 Discard: 2 Buried: 2
"Current Location: Bridge
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.

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

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

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

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

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

Mountain is closed.

Cure passed to Heggal.


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

Irori's Mastery. When this is the hour: On your blessed check, you may reroll any dice showing 1.

# counters on hourglass: 1. SOT: Remove counter.

Explore Bridge, encounter Cryptic Message.

Secret scribblings have been etched into the bridge's wooden slats.

Int 10 w/ banished barrier, Mz: 1d8 + 1d8 + 1 + 1d4 ⇒ (8) + (5) + 1 + (4) = 18 - barrier defeated and added to hand

Their scrambled meanings become clear, revealing portents of danger and confusion.

Per barrier, examine next 2 cards: Pit Trap and Confusion. Leave in that order.

Marker added to hourglass.

Discard Spellbound to explore, encounter Trap.

Dex 6 w/ banished barrier, Mz: 1d4 + 1d8 + 2 + 1d4 ⇒ (2) + (5) + 2 + (4) = 13 - defeated and added to hand

Free explore from barrier, encounter Confusion spell.

Arcane 6, Mz: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (2) = 11 - acquired

Its danger revealed, the party is able to bypass the thorny trap - also acquiring the scroll tucked into its triggering mechanism.

Reload cohort and bury Confusion to draw Fire Snake into hand from discards.

Zvarbel wrote:

Hand: Fire Snake, Magus Arcana, Blessing of Sivanah, Gallivance, Thorny Adventures (B0),

Displayed: Chain Mail,
Deck: 11 Discard: 2 Buried: 1
Hero Points: 2

Skills and Powers:
SKILLS

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

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

One marker on hourglass. Top card of Bridge is card 4.


Deckhandler

OOT- Recharge Blessing of the Spellbound. Received Cure

Hourglass: Norgorber's Shadow
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.

SOT- # of Markers=1 Remove a marker
Hand cure back to Maznar
Playing my cure on Maznar to heal the two cards in discard

Explore: Bridge #4. Shelyn's Song Divine 4+2: 1d8 + 3 + 1d4 + 1d4 ⇒ (4) + 3 + (2) + (3) = 12 Reveal Chronicler and Maznar reveals Porcupine (c). Discard Shelyn's Song to explore.

Bridge #5: Pixie Gang Dexterity 10: 1d6 + 1d4 + 1d4 + 3 ⇒ (2) + (4) + (2) + 3 = 11 Reveal Chronicler and Maznar reveals Porcupine (c). Three Local Players. Defeated by 1 so creature power does not trigger.

"Heggel ends His turn.

Heggel attempts to recover all cards in His Recovery pile.
Cure: Divine 8: 1d8 + 3 + 1d4 + 1d4 ⇒ (6) + 3 + (4) + (1) = 14 -> Cure recharged.

Heggel resets His hand."

Heggel wrote:

Hand: Mace, Binder's Tome, Fire Snake, Chronicler, Magic Half-Plate,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Surgeon, Magical Child, Holy Light, Tussah Silk Coat, Life Drain, Ring of Protection, Retainer, Blessing of Nethys, Blessing of Gorum
Recharged: Blessing of the Spellbound, Cure,
Discard Pile: Prayer, Shelyn's Song,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
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.

# of Markers= 0
Maznar healed 2
Cure handed to Maznar
Bridge #6 is top card.


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

========================
Agna starts her turn.
Hour: The Waxworks
Hour Power:At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Location: Bridge
Location Power:Non-story banes cannot be evaded.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.

No blessings, so become exhausted

Undeath on Wheels:

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

Random Local: 1d4 ⇒ 4->Heggal gets hit

Dexterity 7: 1d8 + 1d4 ⇒ (8) + (2) = 10

Roll Details:

Dexterity - 1d8
Maznar's Aid - 1d4

Add Marker to Hour Glass

Free Explore

Lost Local:

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

Survival 7: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (3) = 13

Roll Details:

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

Recharge Crow to explore again

Undeath on Wheels:

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

Random Local: 1d4 ⇒ 3->Zvarbel gets hit

Dexterity 7: 1d8 + 1d4 ⇒ (8) + (1) = 9

Roll Details:

Dexterity - 1d8
Maznar's Aid - 1d4

I can't close. No Allies, so the Undeath on Wheels is shuffled back in.

Banish Balmberry to heal and remove exhausted
Agna ends her turn.
Agna attempts to recover all cards in her Recovery pile.
Balmberry: Survival 8: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8 -> Balmberry recharged .
Agna resets her hand.
"

Agna wrote:

Hand: Warhammer, Cruel Longsword, Repelling Pike +1, Covering Heavy Shield, Our Lord In Iron,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Bridge
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gorum's Iron, Droogami, Squaker (Crow), Abadar's Law, Crow, Squeeker (Pig), Masterwork Tools, Blessing of the Gods, Bastard Sword, Main-Gauche, Bagheera (Snow Leopard)
Recharged: Balmberry,
Discard Pile:
Buried Pile:

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

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

"

End of Turn Summary
Banished Card 6 from Bridge.
Cards 7 and 8 are shuffled.
Heggal and Zvarbel need to do a BYA check from the Undeath on Wheels


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

Out of turn: Undeath BYA.

Fort 5: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11 - pass, no combat damage


Deckhandler

Dex 5: 1d6 + 1d4 + 1d4 ⇒ (4) + (1) + (2) = 7 Reveal Chronicler and Maznar reveals Porcupine (c)


Deck Handler

Off turn healed for 2 (Thanks!) and passed Cure. The Vision: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. Remove a token from hourglass. 0 left.

random from the top: 1d2 ⇒ 1 Card 7 Undeath on Wheels. Non magic.

Pass Heggal Sonic Blast.

Bridge Card 7: Henchman Proxy A2/Undeath on Wheels:

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

random character A/H/M/Z: 1d4 ⇒ 2

Heggal must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.

fortitude 7 revealing an animal, discarding Blessing of Milani to bless: 2d8 + 1d4 + 1 ⇒ (3, 6) + (3) + 1 = 13

Add 1 counter to hourglass. 1 remains. Bury Porcupine (Core) to close. Everyone moves to Cliff.

Cure Heggal: 1d4 + 1 ⇒ (1) + 1 = 2

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d10 + 5 ⇒ (2) + 5 = 7 -> (5) Cure discarded.

Maznar resets their hand.

Maznar wrote:

Hand: Blessing of Gorum, The Theater, Holy Light (Core), Fireblade, Divine Insight, Mastiff, Glorious Warhammer,

Displayed: Gray Maiden Plate,
Deck: 2 Discard: 2 Buried: 3
"Current Location: Cliff
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Divine Insight: On any check to defeat a barrier, banish to add 2d6.

The Theater: On any check, discard to bless, and non-blessing Harrow boons may be freely played.

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

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Balmberry, Blessing of the Gods 1
Recharged:
Discard Pile: Blessing of Milani, Cure,
Buried Pile: Sacred Candle (Core), The Carnival, Porcupine (Core),
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

Bridge closed.

Heggal passed Sonic Blast. Then must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage. He is then healed for 2.


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

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

Remove counter from hourglass at SOT. None left.

The Moon is high in the sky, reflecting off the lake at the base of the cliffside.

A man-wolf emerges from the water, sniffing and shaking.

Encounter Werewolf at Cliff.

Luckily the Moon is sliver-sized, otherwise the lycanthrope's power would be dramatically increased.

Combat 11 w/ Gallivance, Mz, Heg's Tome, recharging barrier per hour: 1d10 + 1 + 1d6 + 1 + 1d8 + 1d8 ⇒ (9) + 1 + (2) + 1 + (3) + (2) = 18 - final result is 14, per Cliff; monster is defeated

The vibrant beams from the minuscule moon infuse Beezle with power, and Beez's gallant slashes drive the wolfman away.

Discard Sivanah to explore, encounter Heavy Shield.

Fort 4: 1d8 + 2 + 1d4 ⇒ (7) + 2 + (2) = 11 - 9 w/ Cliff, acquired

Another day, another piece of found armor.

Zvarbel wrote:

Hand: Fire Snake, Magus Arcana, Heavy Shield, Gallivance, The Empty Throne,

Displayed: Chain Mail,
Deck: 11 Discard: 3 Buried: 1
Hero Points: 2

Skills and Powers:
SKILLS

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

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

Zero counters remaining on hourglass. Top card of Cliff is card 3.


Deckhandler

OOT- Acquired Sonic Blast. Dex 5: 1d6 + 1d4 + 1d4 ⇒ (4) + (2) + (2) = 8 Reveal Chronicler and Maznar reveals Porcupine. Heal 2.

Hourglass: The Idiot
When this is the hour: When you fail a check, suffer the scourge Drained.

SOT- No markers to remove. Encountering

Undeath on Wheels:

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

Random local H/A/M/Z: 1d4 ⇒ 4 Zvarbel must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.

Dex 7: 1d8 + 3 + 1d4 + 1d4 ⇒ (3) + 3 + (1) + (3) = 10 Play Fire Snake. Reveal Chronicler and Maznar reveals Mastiff. Total is 9 after location power. Add marker to hourglass.

Explore: Cliff Card 3: The Winged Serpent Melee 4+2: 1d8 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (3) + (3) = 16 Reveal Chronicler and Maznar reveals Mastiff. Discard The Winged Serpent to examine top card and explore.

Cliff Card 4:

Diseased Rats:

CotCT Monster 2
Traits: Animal Swarm
To Defeat: Combat 13 OR Stealth Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location

Combat 13: 1d8 + 3 + 2d6 + 1d4 + 1d4 + 1d4 ⇒ (1) + 3 + (4, 6) + (4) + (1) + (4) = 23 Play Sonic Blast. Reveal Binder's Tome and Chronicler. Maznar reveals Mastiff

"Heggel ends His turn.

Heggel attempts to recover all cards in His Recovery pile.
Fire Snake: Divine 8: 1d8 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (4) + (3) = 17 -> Fire Snake recharged.
Sonic Blast: Divine 10: 1d8 + 3 + 1d4 + 1d4 ⇒ (6) + 3 + (3) + (3) = 15 -> Sonic Blast recharged.

Heggel resets His hand."

Heggel wrote:

Hand: Mace, Binder's Tome, Shelyn's Song, Chronicler, Magic Half-Plate,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Available; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Retainer, Cure, Blessing of Gorum, Blessing of the Spellbound, Tussah Silk Coat, Blessing of Nethys, Ring of Protection, Surgeon, Life Drain, Holy Light, Magical Child, Prayer
Recharged: Fire Snake, Sonic Blast,
Discard Pile: The Winged Serpent,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
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.

Cliff #5 on top
Hourglass has 1 marker


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

Out of turn Undeath.

Fort 5: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11 - pass, no combat damage


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

========================
Agna starts her turn.
Hour: The Trumpet
Hour Power:Ignore cards' before acting powers.
Location: Cliff
Location Power:On your check, if any die shows a 1 or 2, count it as 0.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.

Start of Turn Remove Marker: Remaining: 0

Starknife:

Core Weapon 0
Traits: Finesse Knife Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Melee 6: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16

Roll Details:

Melee - 1d10+4
Maznar's Aid - 1d4

Discard Our Lord in Iron to explore again: reroll all 1s on combat checks

Mad Prophet:

CotCT Barrier 1
Traits: Curse Task Veteran
To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.

Perception 7(4+2+1): 1d8 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 8 with Cliff

Roll Details:

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

Draw the Trumpet. Hour reverts to the Idiot
Discard the Trumpet to explore again

Boggard:

CotCT Monster 1
Traits: Aquatic Boggard
To Defeat: Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

Combat 10: 1d10 + 4 + 1d8 + 1 + 1d4 + 1d4 + 1d4 ⇒ (2) + 4 + (6) + 1 + (2) + (3) + (3) = 21 17 with Cliff

Roll Details:

Combat(Melee) - 1d10+4
Cruel Longsword - 1d8+1
Reload - 1d4
Maznar's Aid - 1d4
Starknife - 1d4

As we continue to scale the cliffs, I come across a mad man talking about how Gorum would destroy us all! Little does he know, I travel with the power of Gorum constantly by my side. With little time to spare for such musings, I head off only to run into a Boggard obviously quite far from home. The Boggard proves no match for my sword, but as soon as I take down the Boggard, I realize that the Undeath on Wheels are right on top of us!

"

Agna wrote:

Hand: Warhammer, Cruel Longsword, Repelling Pike +1, Covering Heavy Shield, Crow,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Cliff
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Squeeker (Pig), Bagheera (Snow Leopard), Gorum's Iron, Abadar's Law, Masterwork Tools, Blessing of the Gods, Main-Gauche, Droogami, Bastard Sword, Squaker (Crow)
Recharged: Balmberry, Starknife,
Discard Pile: Our Lord In Iron, The Trumpet,
Buried Pile:

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

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

"

End of Turn Summary
Add Marker for defeating Mad Prophet
Acquired Cliff card 5
Banished Card 6 and 7 from the Cliff
Card 8 is all that's left in the Cliff
Acquired the Trumpet from the top of the Hour Discard Pile


Deck Handler

Turn 14/The Brass Dwarf: When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. Remove an hourglass marker. 0 left.

Pass Glorious Warhammer to Heggal.

Cliff Card 8: Henchman Proxy A3/Undeath on Wheels:

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

random character A/H/M/Z: 1d4 ⇒ 1

Agna must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.

fortitude 7 revealing an animal for my power, casting Divine Insight: 1d8 + 1d4 + 2d6 + 1 ⇒ (2) + (2) + (5, 5) + 1 = 15

11 succeeds. Add 1 Marker to the hourglass. 1 remaining.

combat damage to close: 1d6 ⇒ 2

Draw Gray Maiden Plate to prevent it. Everyone moves to Dungeons. Display Gray Maiden Plate. End turn.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Divine Insight: Divine 8: 1d10 + 1d4 + 5 ⇒ (1) + (2) + 5 = 8 -> Divine Insight recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Blessing of Gorum, The Theater, Holy Light (Core), Fireblade, Blessing of the Gods 1, Mastiff, Balmberry,

Displayed: Gray Maiden Plate,
Deck: 1 Discard: 2 Buried: 3
"Current Location: Cliff
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

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.

The Theater: On any check, discard to bless, and non-blessing Harrow boons may be freely played.

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

Movement: Move me with the group if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Divine Insight,
Discard Pile: Blessing of Milani, Cure,
Buried Pile: Sacred Candle (Core), The Carnival, Porcupine (Core),
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

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

Cliff closed.

Heggal passed Glorious Warhammer.

1 marker on hourglass.


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

Hour: The Owl (card 15). Your Survival check is blessed.

SOT: Remove marker from hourglass. None remaining. Give heavy shield to Maznar.

Sensing that Maznar could use additional protection, Beez tosses him a broad shield.

"May it serve you as well as it served me!" Beezle smiles.

Explore Dungeon, encounter Deadfall Scorpion.

A stingered menace guards the dungeon entrance...

Combat 15 (13+2) w/ Gallivance, reloaded cohort, Mz, Tome: 1d10 + 1 + 1d6 + 1 + 1d8 + 2d4 ⇒ (5) + 1 + (2) + 1 + (7) + (4, 2) = 22 - defeated

... but the party works together to reduce it to size, one segmented body part at a time.

Discard Fire Snake for AYA poison damage. Discard Empty Throne to explore, encounter Proxy A.

Undeath:
Undeath on Wheels
Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

Before entering the dark dungeon, the frenzied wagon tears past.

"I'll catch it!" the excited magus screams.

Who deals with BYA? (1=Zvarbel): 1d4 ⇒ 1 - Me

Fort 5 w/ Mz: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 - pass

Ask Heggal for Shelyn blessing.

Fort 7 w/ Mz, blessing: 1d8 + 2 + 1d4 + 1d8 ⇒ (6) + 2 + (1) + (6) = 15 - defeated

Marker added to hourglass.

Need to summon a random barrier to close (random barrier #4): Cutpurse Gang.

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

Everyone needs to do Cutpurse Gang BYA. Asking Maznar for blessing.

Wis 5 to defeat barrier w/ blessing, Mz: 1d6 + 1d4 + 1d6 ⇒ (4) + (1) + (1) = 6

Beez knocks a wheel off the wagon, but then the party is harried by a gang of thieves. Distracted, the Pathfinders are unable to derail the deathwagon permanently.

Zvarbel wrote:

Hand: Magus Arcana, Burly Merle (Bodyguard), Pyrotechnic Blast, Gallivance, Glorious Warhammer, Prophesize,

Displayed: Chain Mail,
Deck: 7 Discard: 5 Buried: 1
Hero Points: 2

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([X] 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 owes Undeath BYA from Maznar's turn. Heavy Shield given to Maznar. Support used: Heggal's Shelyn blessing, Maznar blessing. Everyone needs to do Cutpurse Gang BYA. Dungeons is closed. Everyone moves to Storehouse (note extra hand size). Everyone can draw a card from Dungeons close. One marker remaining.


Deckhandler

Wisdom 5: 1d8 + 1 + 1d4 + 1d4 ⇒ (8) + 1 + (4) + (3) = 16 Reveal Chronicler and Maznar reveals Mastiff

Draw Prayer upon close of Dungeon.

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

SOT- Remove marker off hourglass.
Give Glorious Warhammer back to Maznar.

Explore: Storehouse Card 1: Humanbane Rapier Melee 11: 1d8 + 3 + 1d4 + 1d4 ⇒ (3) + 3 + (3) + (1) = 10 Promo Re-roll the 1: 1d4 + 9 ⇒ (2) + 9 = 11 Reveal Chronicler and Maznar reveals Mastiff. Discard Prayer to examine top card then explore.

Storehouse Card 2: Quilted Cloth Armor Con 3: 1d6 + 1d4 + 1d4 ⇒ (5) + (1) + (2) = 8 Reveal Chronicler and Maznar reveals Mastiff. Display Armor

EOT- discard Mace

Heggel wrote:

Hand: Humanbane Rapier, Magic Half-Plate, Binder's Tome, Chronicler, Blessing of Gorum, Blessing of Nethys,

Displayed: Quilted Cloth Armor,
Deck: 11 Discard: 4 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Used; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magical Child, Holy Light, Ring of Protection, Tussah Silk Coat, Retainer, Life Drain, Blessing of the Spellbound, Surgeon, Cure
Recharged: Fire Snake, Sonic Blast,
Discard Pile: The Winged Serpent, Shelyn's Song, Prayer, Mace,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
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.

Glorious Warhammer giving back to Maznar
No markers on hourglass
Storehouse #3 is on top


Deck Handler

Discard The Theater during Zvarbel's turn. Possibly receive Heavy Shield.

wisdom 5 revealing an animal for my power: 1d10 + 1d4 + 2 ⇒ (1) + (3) + 2 = 6

Draw a card on Dungeon close: Divine Insight.


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

OFF-TURN ACTIONS:
Undeath on Wheels BYA - Maznars turn
Dexterity 5: 1d8 + 1d4 ⇒ (1) + (1) = 2

Roll Details:

Dexterity - 1d8
Maznar's Aid - 1d4

Combat Damage: 1d4 ⇒ 1
Reveal Shield to block damage

Cutpurse Gang BYA
Wisdom 5: 1d8 + 1d4 ⇒ (3) + (3) = 6

Roll Details:

Wisdom - 1d8
Maznar's Aid - 1d4

Draw Abadars Law on Dungeons closing

========================
Agna starts her turn.
Hour: Sands of the Hour
Hour Power:No effect.
Location: Storehouse
Location Power:Treat your hand size as 1 larger.
Scenario Powers:
You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse.
At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels.
Once per turn, when a barrier is defeated, display a marker next to the hourglass.

No Markers on Hourglass

Undeath on Wheels:

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

Random Local(A/M/Z/H): 1d4 ⇒ 4->Heggal gets hit

Dexterity 7: 1d8 + 1d8 + 1d4 ⇒ (3) + (1) + (1) = 5

Roll Details:

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

Use my Abadar's Law to bless

Paizo ReRoll the d8
Dexterity 7: 3 + 1d8 + 1 ⇒ 3 + (4) + 1 = 8

Free Explore

Locked Door:

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

Melee 12(10+2): 1d10 + 4 + 1d8 + 1d4 ⇒ (8) + 4 + (8) + (1) = 21

Roll Details:

Melee - 1d10+4
Bludgeoning - 1d8
Maznar's Aid - 1d4

Recharge Warhammer(Bludgeoning) to add 1d8

Barrier lets me explore again

Thieves' Tools:

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

Dexterity 4: 1d8 + 1d4 ⇒ (8) + (4) = 12

Roll Details:

Dexterity - 1d8
Maznar's Aid - 1d4

Recharge Crow to explore again

Undeath on Wheels(Henchman Proxy A6):

Story Bane
Type: Barrier
Traits: Undead Skirmish
To Defeat: Dexterity Constitution Acrobatics Fortitude 7
Before acting, a random local character must succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 5 check or suffer 1d4 Combat damage.
If defeated, shuffle this barrier into its location.
If undefeated, suffer 1d4 Combat damage and shuffle a new barrier into your location.

Random Local(A/M/Z/H): 1d4 ⇒ 2->Maznar gets hit

Dexterity 7: 1d8 + 1d8 + 1d4 ⇒ (5) + (7) + (2) = 14

Roll Details:

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

Use Heggal's Gorum to bless

Discard Hand to close

We Win


Development

After a series of zigs, a scatter of zags and a healthy dose of all-out sprinting, you finally spy an out: one side of a fork in the path leads to a large stone structure; the other side dead-ends quickly against the wall of Kaer Maga. It will require perfect timing but, fortunately for you, Pathfinders are known for just that (among a great many other heroic attributes).

You wait until the last moment and hurl yourself to the side, arriving in a heap at the door of a squat, sturdy-looking building at the beginning of the Bis neighborhood. A terrific crash breaks the night as the horrific cacophony of hooves and wheels finally comes to an end. Dovzar’s Curios and Curiosities sure produced a curious night.

Reward

Each character gains 1 XP and 1 Hero Point.

Loot: the blessings The Avalanche and The Cricket.

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
Confusion (Spell 0)
Heavy Shield (Armor 0)
Humanbane Rapier (Weapon 2)
Magic Klar (Armor 2)
Prayer (Blessing 0)
Quilted Cloth Armor (Armor 0)
Shelyn's Song (Blessing 1)
Starknife (Weapon 0)
The Theater (Blessing 2)
The Trumpet (Blessing 1)
The Winged Serpent (Blessing 1)
Theives' Tools (Item 0)

Weapon 20
Spell 0
Armor 200
Item 0
Blessing 21110


7-2C: Unconventional Allies

The tumble at the terminus of the chase is certainly going to leave a mark, but you have escaped with your life.

As you draw yourself to your feet and begin to readjust your jumbled gear, your eyes settle on the banded iron oak door before you. Set heavily in its frame, it towers eight feet tall, guarding a great stone bunkerlike structure that looms over you in the night. A bronze badge is set into the wood at eye height, depicting a set of doors carved with runes too tiny to make out.

This is no great mystery to solve. It is the badge of the Duskwardens, and these are the doors to their guild house. Your brief moment of epiphany is cut short as the door is pulled open from the inside and a tall and sickly pale human sticks their head out.

“What was that crash? Is everyone alright?” The voice is calm but worn rough by many hardships.

You find yourself stammering for a moment trying to explain the situation you have just escaped from, but after a pause, you are able to convey the happenings in the walled city. For a time the listener is silent, then they swing the door open and say, “Well, you ought to come inside. No sense in having you lot on the streets causing more mayhem.”

Inside, the guildhall is dimly lit by a pair of candles on a central wood table. The figure holds a finger to their lips and looks up at the ceiling. “Many of us are asleep upstairs, so keep your voices down. I’m Balok, by the way.”

As you sit around the table, Balok relays some startling information: the Halflight Path has become even more dangerous than usual, rampant with chaotic reanimations, both humanoid and beast, threatening the Duskwardens. In particular, this night has seen more reanimations than any night in recent memory. Balok doesn’t seem convinced when you mention your interest in the events. Instead, they suggest that you stay for the night to remain safe and off the streets, away from the undead. You quickly realize that if you are to pursue this trail of undeath under the city to the source, you’ll need to convince the Duskwardens that you are capable of such a task. After all, they control the only access to the Halflight Path, the massive complex of ancient passageways beneath the city.


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: When building the locations, shuffle an additional ally into each.

During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.
When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

Danger: Make Your Case
Villain: None
Henchmen (Closing): Make Your Case - Proxy A

Scenario's Harrow Suit: Shields (The Sickness)
Scenario's #: 2

Scourges:

Dazed

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

Drained

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

Exhausted

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

Entangled

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

Frightened

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

Honor-Tested

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

Plagued

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

Poisoned

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

Wounded

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

Undead Story Bane Roster:

Roll 1d6 and encounter the story bane listed below.

1 - Ancient Skeleton

Spoiler:
Ancient Skeleton
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.

2 - Wight

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

3 - Zombie Minions

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

4 - Mummy

Spoiler:
Mummy
Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.

5 - Vampire

Spoiler:
Vampire
Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

6 - Wraith

Spoiler:
Wraith
Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Story Banes:

Make Your Case (Closing Henchman, Proxy A)

Spoiler:
Make Your Case
Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.

Acquired Cards:

Random Monsters:

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

Monster 2

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

Monster 3

Spoiler:
Basilisk
CotCT Monster 2
Traits: Animal
To Defeat: Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

Monster 4

Spoiler:
Termite Swarm
Core Monster 1
Traits: Swarm Vermin Trigger
To Defeat: Combat 10 OR Constitution Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.

Monster 5

Spoiler:
Spider Swarm
CotCT Monster 1
Traits: Swarm Vermin
To Defeat: Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.

Random Barriers:

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

Barrier 2

Spoiler:
Pit Trap
Core Barrier 0
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.

Barrier 3

Spoiler:
Imprisonment
Core Barrier 2
Traits: Lock Obstacle
To Defeat: Dexterity Diplomacy Disable Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

Barrier 4

Spoiler:
Captive Horror
CotCT Barrier 2
Traits: Lock Trigger
To Defeat: Wisdom Disable Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

Barrier 5

Spoiler:
Cryptic Message
Core Barrier 2
Traits: Cache
To Defeat: Intelligence Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.

Random Weapons:

Weapon 1
Spoiler:
Light Crossbow
Core Weapon 0
Traits: Bow Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.

Weapon 2

Spoiler:
Shortbow
Core Weapon 0
Traits: 2-Handed Bow Piercing Ranged
To Acquire: Dexterity Ranged Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 3

Spoiler:
Keen Rapier
Core Weapon 1
Traits: Finesse Magic Melee Piercing Swashbuckling Sword
To Acquire: Strength Acrobatics Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

Weapon 4

Spoiler:
Earthbreaker
CotCT Weapon 1
Traits: 2-Handed Bludgeoning Hammer Melee
To Acquire: Strength Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 5

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

Random Spells:

Spell 1
Spoiler:
Deathgrip
CotCT Spell 2
Traits: Arcane Attack Cold Divine Magic Undead
To Acquire: Intelligence Wisdom Arcane Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

Spell 2

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

Spell 3

Spoiler:
Phantasmal Minion
Core Spell 0
Traits: Arcane Magic
To Acquire: Intelligence Arcane 4
Banish to give a card to another character and/or let any number of local characters give a card to another character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Spell 4

Spoiler:
Unearthly Aim
CotCT Spell 2
Traits: Arcane Magic
To Acquire: Intelligence Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

Spell 5

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

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


Random Armor:

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

Armor 2

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

Armor 3

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

Armor 4

Spoiler:
Brute Force Shield
Core Armor 2
Traits: Offhand Shield
To Acquire: Constitution Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 5

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

Random Items:

Item 1
Spoiler:
Sacred Candle
Core Item 1
Traits: Magic Object
To Acquire: Wisdom Divine 10
Bury to draw the hour. You may not play this during an encounter.

Item 2

Spoiler:
Smoke Bomb
CotCT Item 1
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.

Item 3

Spoiler:
Circlet of Mental Acuity
Core Item 2
Traits: Accessory Magic
To Acquire: Intelligence Wisdom Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

Item 4

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

Item 5

Spoiler:
Liquid Courage
CotCT Item 2
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.

Random Allies:

Ally 1
Spoiler:
Riding Allosaurus
Core Ally 2
Traits: Animal Mount
To Acquire: Wisdom Charisma Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.

Ally 2

Spoiler:
Gang Enforcer
CotCT Ally 1
Traits: Human Rogue Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0

When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.

Ally 3

Spoiler:
Tayce Soldado
CotCT Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 9
OR Bury A Healing Card 0

If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

Ally 4

Spoiler:
Burglar
CotCT Ally 0
Traits: Human Trigger
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.

Ally 5

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

Random Blessings:

Blessing 1
Spoiler:
Prayer
Core Blessing 0
Traits: Divine
When this is the hour: No effect.
To Acquire: Wisdom Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.

Blessing 2

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

Blessing 3

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

Blessing 4

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

Blessing 5

Spoiler:
The Juggler
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire: Dexterity Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.

Turn 1 Zvarbel/wkover
Hour Power: When a character moves on their turn, each other local character may move with them.

Hour: The Cricket:
The Cricket
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire: Dexterity Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.

Cards Remaining in Hourglass: 29

Hourglass:

Turn 2 Heggal/Grimsnik

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

Turn 3 Agna/Gimry

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

Turn 4 Zvarbel/wkover

Spoiler:
The Twin
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire: Charisma Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

Turn 5 Heggal/Grimsnik

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

Turn 6 Agna/Gimry

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

Turn 7 Zvarbel/wkover

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

Turn 8 Heggal/Grimsnik

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

Turn 9 Agna/Gimry

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

Turn 10 Zvarbel/wkover

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

Turn 11 Heggal/Grimsnik

Spoiler:
Sarenrae's Light
Core Blessing 1
Traits: Deity: Sarenrae Divine Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire: Wisdom Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.

Turn 12 Agna/Gimry

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

Turn 13 Zvarbel/wkover

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

Turn 14 Heggal/Grimsnik

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

Turn 15 Agna/Gimry

Spoiler:
Nethys's Duality
Core Blessing 1
Traits: Deity: Nethys Divine Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire: Intelligence Arcane Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.

Turn 16 Zvarbel/wkover

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

Turn 17 Heggal/Grimsnik

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

Turn 18 Agna/Gimry

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Turn 19 Zvarbel/wkover

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

Turn 20 Heggal/Grimsnik

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

Turn 21 Agna/Gimry

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

Turn 22 Zvarbel/wkover

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

Turn 23 Heggal/Grimsnik

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

Turn 24 Agna/Gimry

Spoiler:
Nethys's Duality
Core Blessing 1
Traits: Deity: Nethys Divine Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire: Intelligence Arcane Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.

Turn 25 Zvarbel/wkover

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

Turn 26 Heggal/Grimsnik

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

Turn 27 Agna/Gimry

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire: Strength Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

Turn 28 Zvarbel/wkover

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

Turn 29 Heggal/Grimsnik

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

Turn 30 Agna/Gimry

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

Arsenal
Traits: Underground Urban
At This Location (Open): On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 1 Ba: 1 W: 3 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Arsenal Card 1:
Lucky Starknife
Core Weapon 2
Traits: Finesse Knife Magic Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Arsenal Card 2:
Sling
Core Weapon 0
Traits: Ranged Sling
To Acquire: Dexterity Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Arsenal Card 3:
Heavy Shield
Core Armor 0
Traits: Offhand Shield
To Acquire: Constitution Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Arsenal Card 4:
Harrower
CotCT Ally 0
Traits: Human Medium Harrow
To Acquire: Charisma Diplomacy 4 OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Arsenal Card 5:
Fox
Core Ally 1
Traits: Animal
To Acquire: Wisdom Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Arsenal Card 6:
Staff of Minor Healing
Core Item 1
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 7
Recharge to heal a local character a card.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Arsenal Card 7:
Warhammer
Core Weapon 0
Traits: Hammer Melee
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Arsenal Card 8:
Tangle of Debris
CotCT Barrier 1
Traits: Obstacle
To Defeat: Dexterity Acrobatics 5 OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Arsenal Card 9:
Dire Badger
Core Monster 1
Traits: Animal
To Defeat: Combat 11 OR Perception Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: On your combat check, add 1 for each weapon played.
Arsenal Card 10:
Gray Maiden Plate
CotCT Armor 2
Traits: Gray Maiden Heavy Armor
To Acquire: Constitution Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Arsenal Card 11:
Henchman Proxy A5
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

Hospice
Traits: Urban
At This Location (Open): If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None

Hospice Card 1:
Invisibility
Core Spell 1
Traits: Arcane Magic
To Acquire: Intelligence Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 2:
Duskwardent Ranger
None Ally 2
Traits: Loot Human Ranger
To Acquire: Charisma Diplomacy 10 None Perception Ranged 8
Reload to examine the top card of your location, then you may shuffle your location deck.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Hospice Card 3:
Labyrinth
Core Barrier 1
Traits: Obstacle Veteran
To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Hospice Card 4:
Fortune-teller
CotCT Ally 2
Traits: Human Medium Harrow
To Acquire: Charisma Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Hospice Card 5:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Hospice Card 6:
Heat Metal
Core Spell 2
Traits: Arcane Attack Divine Fire Magic
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Hospice Card 7:
Plaguebringer's Mask
CotCT Item 2
Traits: Accessory Magic
To Acquire: Intelligence Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Hospice Card 8:
The Paladin
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire: Strength Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Hospice Card 9:
Acid Arrow
Core Spell 0
Traits: Acid Arcane Attack Magic
To Acquire: Intelligence Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Hospice Card 10:
Acolyte
Core Ally 0
Traits: Cleric Human
To Acquire: Charisma Diplomacy Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Hospice Card 11:
Henchman Proxy A2
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

Office
Traits: Urban
At This Location (Open): When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Office Card 1:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Office Card 2:
Caltrops
Core Item 0
Traits: Object
To Acquire: Dexterity Disable 4
When a local character encounters a monster, discard; they evade it.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Office Card 3:
Mad Prophet
CotCT Barrier 1
Traits: Curse Task Veteran
To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+#
The difficulty is increased by the hour's level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Office Card 4:
Sonic Blast
CotCT Spell 1
Traits: Arcane Attack Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Office Card 5:
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.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
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.
Office Card 6:
Keen Starknife
CotCT Weapon 2
Traits: Finesse Knife Magic Melee Piercing Ranged
To Acquire: Strength Dexterity Acrobatics Melee Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Office Card 7:
Pit Gladiator
CotCT Ally 2
Traits: Fighter Human
To Acquire: Strength Melee 10 THEN Charisma Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Office Card 8:
Gentleman Explorer
CotCT Ally 1
Traits: Human Aristocrat
To Acquire: Charisma Diplomacy 8 OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Office Card 9:
Foes On All Sides
CotCT Barrier 2
Traits: Skirmish Veteran
To Defeat: None
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Office Card 10:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Office Card 11:
Tangleburn Bag
Core Item 2
Traits: Alchemical Attack Fire Object
To Acquire: Intelligence Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.

Chambers
Traits: Underground Urban
At This Location (Open): When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Chambers Card 1:
Clockwork Servant
Core Ally 1
Traits: Construct
To Acquire: Intelligence Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Chambers Card 2:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Chambers Card 3:
Vampiric Touch
CotCT Spell 2
Traits: Arcane Attack Magic Undead
To Acquire: Intelligence Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Chambers Card 4:
Sage
Core Ally 0
Traits: Arcanist Human
To Acquire: Charisma Diplomacy Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
Chambers Card 5:
Full Pouch
CotCT Spell 2
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Chambers Card 6:
Porcupine
Core Ally 0
Traits: Animal
To Acquire: Wisdom Fortitude Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
Chambers Card 7:
Wounded Wanderer
Core Barrier 1
Traits: Task
To Defeat: Wisdom Craft Divine Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Chambers Card 8:
Wand of Acid Burst
CotCT Item 1
Traits: Acid Arcane Attack Magic Wand
To Acquire: Intelligence Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Chambers Card 9:
Belt of Physical Prowess
Core Item 2
Traits: Accessory Magic
To Acquire: Strength Dexterity Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: When you fail to acquire a boon, shuffle it into its location.
Chambers Card 10:
Faceless Stalker
Core Monster 2
Traits: Aberration
To Defeat: Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Chambers Card 11:
Razor Snare
Core Barrier 1
Traits: Trap
To Defeat: Dexterity Acrobatics Disable Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

Tenement
Traits: Urban
At This Location (Open): On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: None

Tenement Card 1:
Ingratiating Minion
Core Barrier 1
Traits: Task
To Defeat: Charisma Diplomacy Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Tenement Card 2:
Guide
Core Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: On your check to acquire an ally, you may bury a boon to add 1d8.
Tenement Card 3:
Haunt
Core Barrier 2
Traits: Task Trigger Undead Veteran
To Defeat: Charisma Diplomacy 8+# OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Tenement Card 4:
Henchman Proxy A4
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Tenement Card 5:
Demonling
Core Monster 1
Traits: Demon Outsider
To Defeat: Combat 8 OR Arcane Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Tenement Card 6:
Mouse
Core Ally 0
Traits: Animal
To Acquire: Wisdom Stealth Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: On your check to acquire an ally, you may bury a boon to add 1d8.
Tenement Card 7:
The Unicorn
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: Your check to acquire is blessed.
To Acquire: Charisma Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Tenement Card 8:
Elixir of Love
CotCT Item 0
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.
Tenement Card 9:
Glamered Leather Armor
Core Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Diplomacy Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Tenement Card 10:
Cat
Core Ally 0
Traits: Animal
To Acquire: Wisdom Arcane Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
Location: On your check to acquire an ally, you may bury a boon to add 1d8.
Tenement Card 11:
Battleaxe
Core Weapon 0
Traits: Axe Melee
To Acquire: Strength Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.


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

Start @ Arsenal. Taking Enervation, Leech loot. Also taking Soothing Word for DD reward.

Zvarbel wrote:

Hand: Blessing of Sivanah, Blessing of Abraxas, Enervation, The Empty Throne, Call Weapon, Magus Arcana,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Light Armors Heavy Armors
POWERS:
If you fail a check to defeat a non-villain monster when playing a weapon or a spell, you may after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand to add 1d8 plus its adventure deck number to your check to defeat a monster ([X] 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 Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

Start at Hospice
I am weaponless, so use up my Gorums Iron and Bagheera

"

Agna wrote:

Hand: Gorum's Iron, Abadar's Law, Bagheera (Snow Leopard), Squaker (Crow), Squeeker (Pig),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Hospice
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 7-2C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bastard Sword, Balmberry, Blessing of the Gods, Our Lord In Iron, Main-Gauche +1, Cruel Longsword, Covering Heavy Shield, Droogami, Masterwork Tools, Main-Gauche, Repelling Pike +1
Recharged:
Discard Pile:
Buried Pile:

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

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

"


Deckhandler

Starting location: Office
Loot: Ring of Protection replaces Bestiary of Garund

Heggel wrote:

Hand: Magic Half-Plate, Ring of Protection, Surgeon, Flaming Scimitar +1, Mace,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Used; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Retainer, Blessing of Nethys, Chronicler, Blessing of the Spellbound, Blessing of Gorum, Fire Snake, Life Drain, Holy Light, Tussah Silk Coat, Cure, Binder's Tome, Magical Child
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
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.


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

Hour: Cricket.

At start of turn, per scenario, examine the top card of every location.

Arsenal: Lucky Starknife (card 1)
Hospice: Invisibility (card 1)
Office: Henchman proxy (card 1)
Chambers: Clockwork Ally (card 1)
Tenement: Ingratiating Minion (card 1)

Banish Invisibility, per scenario.

Stay at Arsenal, encounter Lucky Starknife.

Asking Agna to recharge Abadar's Law.

Str 11: 2d10 + 2 ⇒ (8, 10) + 2 = 20 - weapon 2 acquired

Discard Empty Throne to explore, encounter Sling.

Dex 3: 1d4 ⇒ 2 - reload cohort to reroll

Dex 3: 1d4 ⇒ 4 - sling acquired

Cast Call weapon to grab Gallivance.

Discard Abraxas to explore, encounter Heavy Shield.

Fort 4: 1d8 + 2 ⇒ (3) + 2 = 5 - acquired

Zvarbel ends her turn.

Zvarbel attempts to recover all cards in her Recovery pile.
Call Weapon: Arcane 6: 1d8 + 3 ⇒ (3) + 3 = 6 -> Call Weapon recharged.

Zvarbel discards Sling and resets her hand.

Zvarbel wrote:

Hand: Blessing of Sivanah, Heavy Shield, Enervation, Lucky Starknife, Gallivance,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 2

Skills and Powers:
SKILLS

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

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

Arsenal: Unknown (card 4)
Hospice: Unknown (card 2)
Office: Henchman proxy (card 1)
Chambers: Clockwork Ally (card 1)
Tenement: Ingratiating Minion (card 1)


Deckhandler

Hourglass: The Rakshasa
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.

SOT: Examine top card of each location

Arsenal: Harrower (card 4)
Hospice: Duskwardent Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Clockwork Ally (card 1)
Tenement: Ingratiating Minion (card 1)

Move: Tenement

Explore: Tenement Card 1: Ingratiating Minion Diplomacy 7: 1d10 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7 Reveal Surgeon for +1d4. Examine top card-Guide

Heggel wrote:

Hand: Magic Half-Plate, Ring of Protection, Surgeon, Flaming Scimitar +1, Mace,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings are available for use.
Movement: Promo re-roll: Used; Gamemat: Available"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Nethys, Chronicler, Retainer, Tussah Silk Coat, Holy Light, Life Drain, Magical Child, Blessing of the Spellbound, Fire Snake, Blessing of Gorum, Binder's Tome, Cure
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine Wis+2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy Cha +2

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Heavy Armor, Weapon
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.

Arsenal: Harrower (card 4)
Hospice: Duskwardent Ranger (card 2)
Office: Henchman proxy (card 1)
Chambers: Clockwork Ally (card 1)
Tenement: Guide (card 2)


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

========================
Agna starts her turn.
Hour: Calistria's Sting
Hour Power:You may avenge by discarding a card.
Location: Hospice
Location Power:If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
Scenario Powers:

  • At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.
  • When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    SoT Examine:
    Arsenal: Harrower (card 4)
    Hospice: Duskwardent Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Clockwork Ally (card 1)
    Tenement: Guide (card 2)

    Banish Clockwork Servant

    Move to Arsenal to grab weapon from Zvarbel

    Harrower:

    CotCT Ally 0
    Traits: Human Medium Harrow
    To Acquire: Charisma Diplomacy 4 OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    Charisma 4: 1d6 + 1d4 ⇒ (4) + (2) = 6

    Roll Details:

    Charisma - 1d6
    Squeeker (Pig) - 1d4

    Use Harrower to examine/explore

    Fox:

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

    Survival 5: 1d8 + 3 ⇒ (4) + 3 = 7

    Roll Details:

    Survival - 1d8+3

    Since Zvarbel will examine the top of the location on their turn, I will use my power to examine the bottom of the location
    Arsenal Card 11 - Make Your Case (Closing Henchman, Proxy A)

    Needing a break from the Hospice, I head on over to the Arsenal to check out their collection of weapons. Upon arriving, however, I find a Harrower roaming the halls. Not something I expected in the Arsenal to be sure. One look at the cuteness of Squeeker though, and the Harrower was willing to give me the low down of the area. Of particular note is that the Duskwarden in charge was clear on the other side of the Arsenal. As Zvarbel and I head over there, I spy the tracks of a small fox. I tell Zvarbel to go ahead while I make sure that this fox is OK.

    "

    Agna wrote:

    Hand: Balmberry, Bagheera (Snow Leopard), Squaker (Crow), Fox, Gorum's Iron,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Arsenal
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 7-2C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Main-Gauche, Cruel Longsword, Blessing of the Gods, Masterwork Tools, Repelling Pike +1, Droogami, Covering Heavy Shield, Our Lord In Iron, Bastard Sword, Main-Gauche +1
    Recharged: Abadar's Law, Squeeker (Pig),
    Discard Pile: Harrower,
    Buried Pile:

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

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

    "

    End of Turn Summary
    Acquired cards 4 and 5 from the Arsenal

    End of Turn State
    Arsenal: UNKNOWN (card 6)
    Hospice: Duskwardent Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: UNKNOWN (card 2)
    Tenement: Guide (card 2)


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

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

    Give Starknife to Agna.

    Agna looks forlorn, so Beez cheers her up with a stabby gift! So thoughtful.

    Examine top cards of Arsenal, Chambers per scenario.

    Arsenal: Staff of Minor Healing (card 6)
    Hospice: Duskwarden Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Henchman Proxy (card 2)
    Tenement: Guide (card 2)

    Bottom card of Arsenal is Henchman proxy (card 11).

    Per scenario, banish Staff of Minor Healing. Stay @ Arsenal and explore, encounter Warhammer.

    Str 6: 1d10 + 2 ⇒ (6) + 2 = 8 - acquired

    Beezle breaks a backscratcher by applying too much pressure, so she grabs a hammer to keep the itch at bay.

    Zvarbel wrote:

    Hand: Blessing of Sivanah, Heavy Shield, Enervation, Warhammer, Gallivance,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Hero Points: 2

    Skills and Powers:
    SKILLS

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

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

    Arsenal: UNKNOWN (card 8)
    Hospice: Duskwarden Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Henchman Proxy (card 2)
    Tenement: Guide (card 2)

    Bottom card of Arsenal is Henchman proxy (card 11).


    Deckhandler

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

    SOT:
    Arsenal: Tangle of Debris (card 8)
    Hospice: Duskwarden Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Henchman Proxy (card 2)
    Tenement: Guide (card 2)

    Move: no

    Explore: Tenement Card 2:
    Guide Diplomacy 5: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (4) = 11 Reveal Surgeon. Discard Mace for Scenario power. Discard Guide to explore.

    Tenement Card 3: Haunt Divine 6+2: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 Reveal Surgeon

    Heggel wrote:

    Hand: Magic Half-Plate, Ring of Protection, Surgeon, Flaming Scimitar +1, Blessing of Gorum,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 1
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Promo re-roll: Available; Gamemat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Blessing of Nethys, Tussah Silk Coat, Life Drain, Retainer, Chronicler, Holy Light, Magical Child, Blessing of the Spellbound, Binder's Tome, Cure
    Recharged:
    Discard Pile: Mace, Guide (c),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee Str +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Divine Wis+2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy Cha +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Heavy Armor, Weapon
    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.


    Tenement #2 Acquired
    Tenement #3 Banished
    Arsenal: Tangle of Debris (card 8)
    Hospice: Duskwarden Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Henchman Proxy (card 2)
    Tenement: Unknown (card 4)
    Examined card: Arsenal #11- Henchman Proxy


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

    ========================
    Agna starts her turn.
    Hour: The Eclipse
    Hour Power:On your Intelligence or Wisdom check, the difficulty is increased by 3.
    Location: Arsenal
    Location Power:On your combat check, add 1 for each weapon played.
    Scenario Powers:

  • At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.
  • When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    Start of Turn Examines:
    Arsenal: Tangle of Debris (card 8)
    Hospice: Duskwarden Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Henchman Proxy (card 2)
    Tenement: Henchman Proxy (card 4)

    Yuck, what an awful hour

    Tangle of Debris:

    CotCT Barrier 1
    Traits: Obstacle
    To Defeat: Dexterity Acrobatics 5 OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
    Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    Dexterity 5: 1d8 + 1d8 ⇒ (4) + (4) = 8

    Roll Details:

    Dexterity - 1d8
    Blessed - 1d8

    Discard Gorums Iron to bless

    Recharge Fox to explore

    Dire Badger:

    Core Monster 1
    Traits: Animal
    To Defeat: Combat 11 OR Perception Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.
    Location: On your combat check, add 1 for each weapon played.

    Survival 9(6+3): 1d8 + 3 + 1d4 ⇒ (7) + 3 + (2) = 12

    Roll Details:

    Survival - 1d8+3
    Fox - 1d4

    Recharge Squaker to explore again

    Gray Maiden Plate:

    CotCT Armor 2
    Traits: Gray Maiden Heavy Armor
    To Acquire: Constitution Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    I can't get this, but I do have Stealth so I will recharge balmberry from the scenario power

    As I make my way through a tangle of debris to help the Fox, I quickly spot the bigger problem. A Dire Badger was threatening the area. After scaring the badger away, the fox and I run over to catch up with Zvarbel who is waiting outside the door to the Duskwardens office.

    "

    Agna wrote:

    Hand: Lucky Starknife, Repelling Pike +1, Bagheera (Snow Leopard), Our Lord In Iron, Blessing of the Gods,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Arsenal
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 7-2C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bastard Sword, Covering Heavy Shield, Masterwork Tools, Cruel Longsword, Droogami, Main-Gauche +1, Main-Gauche
    Recharged: Abadar's Law, Squeeker (Pig), Fox, Squaker (Crow), Balmberry,
    Discard Pile: Harrower, Gorum's Iron,
    Buried Pile:

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

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

    "

    End of turn State
    Arsenal: Henchman Proxy (card 11)
    Hospice: Duskwarden Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Henchman Proxy (card 2)
    Tenement: Henchman Proxy (card 4)

    End of Turn Summary
    Banished Cards 8-10 of the Arsenal


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

    Hour: Prayer.

    Arsenal: Henchman Proxy (card 11)
    Hospice: Duskwarden Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Henchman Proxy (card 2)
    Tenement: Henchman Proxy (card 4)

    Zvarbel notices a butterfly, so she waves absently at Agna and leaves.

    She eventually arrives at the Tenement, out of breath but inspired by the fluttery beauty.

    Make Your Case:
    Make Your Case
    Story Bane
    Type: Barrier
    Traits: Task
    To Defeat: Charisma Diplomacy 10
    Before acting, roll 1d4, then attempt a check of the corresponding type.
    1. Disable 4
    2. Fortitude 4
    3. Knowledge 4
    4. Perception 4
    If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.

    An officer of the law stops Beez, wondering why she's trespassing.

    Case BYA: 1d4 ⇒ 2 - Fortitude!

    Fort 4: 1d8 + 2 ⇒ (3) + 2 = 5 - pass

    Cha 10 w/ my Sivanah: 3d6 ⇒ (2, 1, 3) = 6 - Paizo reroll

    Cha 10 w/ my Sivanah: 1d6 + 5 ⇒ (1) + 5 = 6 - Hero point

    Cha 10 w/ my Sivanah: 3d6 ⇒ (2, 1, 3) = 6 - fail again

    Now rolling d6 after the check.

    After the check roll: 1d6 ⇒ 6 - adding 6 (12 total), passed the check finally! Barrier added to hand

    The constable was doomed to failure, as Beezle's smile invariably allows her to escape disciplinary action.

    Bury Hammer to close location.

    Zvarbel wrote:

    Hand: Making the Case (B2), Heavy Shield, Enervation, Magus Arcana, Gallivance,

    Displayed:
    Deck: 11 Discard: 4 Buried: 1
    Hero Points: 1

    Skills and Powers:
    SKILLS

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

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

    Tenement is closed.

    Arsenal: Henchman Proxy (card 11)
    Hospice: Duskwarden Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED


    Deckhandler

    OOT- Move to Office when Tenement closed.

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

    SOT:
    Arsenal: Henchman Proxy (card 11)
    Hospice: Duskwarden Ranger (card 2)
    Office: Henchman proxy (card 1)
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED

    Move: No

    Explore:

    Make Your Case (Closing Henchman, Proxy A):

    Make Your Case
    Story Bane
    Type: Barrier
    Traits: Task
    To Defeat: Charisma Diplomacy 10
    Before acting, roll 1d4, then attempt a check of the corresponding type.
    1. Disable 4
    2. Fortitude 4
    3. Knowledge 4
    4. Perception 4
    If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.

    BYA: 1d4 ⇒ 1 Disable 4: 1d4 + 1d4 ⇒ (3) + (2) = 5 Reveal Surgeon
    Diplomacy 10: 1d10 + 2 + 1d4 ⇒ (4) + 2 + (3) = 9 Reveal Surgeon
    boon for succeeding on BYA: 1d6 ⇒ 2 Adding 2 to total for an 11.

    Close Attempt: Diplomacy 5+2: 1d10 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4 Re-roll d10: 1d10 + 3 ⇒ (7) + 3 = 10

    WPC- Recharge Magic Half-Plate; Ring of Protection

    Move: Chambers

    Heggel wrote:

    Hand: Retainer, Holy Light, Surgeon, Flaming Scimitar +1, Blessing of Gorum,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 1
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Promo re-roll: Used; Gamemat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magical Child, Binder's Tome, Chronicler, Blessing of the Spellbound, Fire Snake, Tussah Silk Coat, Blessing of Nethys, Life Drain, Cure
    Recharged: Magic Half-Plate, Ring of Protection,
    Discard Pile: Mace, Guide (c),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee Str +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Divine Wis+2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy Cha +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Heavy Armor, Weapon
    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.


    Arsenal: Henchman Proxy (card 11)
    Hospice: Duskwarden Ranger (card 2)
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED


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

    ========================
    Agna starts her turn.
    Hour: The Bear
    Hour Power:On your Strength check, add 2.
    Location: Arsenal
    Location Power:On your combat check, add 1 for each weapon played.
    Scenario Powers:

  • At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.
  • When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    Start of turn examines
    Arsenal: Henchman Proxy (card 11)
    Hospice: Duskwarden Ranger (card 2)
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED

    Move to Hospice

    Duskwardent Ranger:

    None Ally 2
    Traits: Loot Human Ranger
    To Acquire: Charisma Diplomacy 10 None Perception Ranged 8
    Reload to examine the top card of your location, then you may shuffle your location deck.
    Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.
    Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    Perception 8: 1d8 + 3 + 1d8 ⇒ (3) + 3 + (1) = 7

    Roll Details:

    Perception - 1d8+3
    Blessed - 1d8

    Use my Gods to Bless
    Paizo Reroll a d8
    Perception 8: 3 + 3 + 1d8 ⇒ 3 + 3 + (7) = 13

    Recharge Bagheera to explore again

    Labyrinth:

    Core Barrier 1
    Traits: Obstacle Veteran
    To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    Perception 10(8+2): 1d8 + 3 + 1d8 ⇒ (7) + 3 + (7) = 17

    Roll Details:

    Perception - 1d8+3
    Blessed - 1d8

    Use Heggals Gorum to bless
    Reload Our Lord In Iron from scenario power

    Reload Ranger to examine top of location
    Fortune-teller - Card 4 (Ally 2)

    As Zvarbel chases a butterfly into the distance, I look at the door to the Duskwardens office.

    "Well, I'M not going in there!"

    Knowing there is a fellow ranger hanging out at the Hospice, I decide to head back over there. After a couple of drinks, the two of us get lost in town but end up outside a fortune tellers hut. Yet someone else I would rather not talk to...

    End of Turn examine bottom of location
    Henchman Proxy A2 HAHAHA! Two for two on finding bottom decked henchmen this scenario
    I can use the Ranger to shuffle the location after Heggal grabs the Fortune teller if we want it

    "

    Agna wrote:

    Hand: Lucky Starknife, Repelling Pike +1, Droogami, Duskwardent Ranger, Our Lord In Iron,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Hospice
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 7-2C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Main-Gauche +1, Cruel Longsword, Bastard Sword, Covering Heavy Shield, Main-Gauche, Masterwork Tools
    Recharged: Abadar's Law, Squeeker (Pig), Fox, Squaker (Crow), Balmberry, Bagheera (Snow Leopard),
    Discard Pile: Harrower, Gorum's Iron, Blessing of the Gods,
    Buried Pile:

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

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

    "

    Arsenal: Henchman Proxy (card 11)
    Hospice: Fortune-teller (card 4)
    Hospice: Henchman Proxy (card 11)
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED

    End of Turn Summary
    Acquired Card 2 of the Hospice
    Banished Card 3 of the Hospice
    Used Heggels Blessing of Gorum


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

    Hour 10: Orison.

    Beez ends up in the drunk tank after far too many ales. It's a good place to settle down for the night and recuperate.

    Move to Hospice and use location ability to heal.

    # cards healed?: 1d4 + 1 ⇒ (3) + 1 = 4 - full heal

    Everyone loves a hangover breakfast! Eggs and sausage. Yum.

    Discard shield, enervation spell and draw up.

    Zvarbel wrote:

    Hand: Making the Case (B2), Penny Windfall (priest), Soothing Word, Magus Arcana, Gallivance,

    Displayed:
    Deck: 13 Discard: 2 Buried: 1
    Hero Points: 1

    Skills and Powers:
    SKILLS

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

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

    Arsenal: Henchman Proxy (card 11)
    Hospice: Fortune-teller (card 4)
    Hospice: Henchman Proxy (card 11)
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED


    Deckhandler

    OOT- Discard Blessing of Gorum.

    Hourglass: Sarenrae's Light
    When this is the hour: When you heal, you may heal an additional card.

    SOT:
    Arsenal: Henchman Proxy (card 11)
    Hospice: Fortune-teller (card 4)
    Hospice: Henchman Proxy (card 11)
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED

    Move: Hospice

    Explore: Hospice Card 4: Fortune-teller Diplomacy 11: 1d10 + 2 + 1d4 + 1d4 ⇒ (4) + 2 + (2) + (4) = 12 Reveal Surgeon and recharge Retainer. Discard Fortune-teller to examine top card then explore.

    Hospice Card 5: The Crows Dex 4+2: 1d6 + 1d4 ⇒ (5) + (3) = 8 Reveal Surgeon

    Heggel wrote:

    Hand: The Crows, Holy Light, Surgeon, Flaming Scimitar +1, Life Drain,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Hero Points: 1
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Promo re-roll: Used; Gamemat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Nethys, Magical Child, Chronicler, Binder's Tome, Fire Snake, Blessing of the Spellbound, Cure, Tussah Silk Coat
    Recharged: Magic Half-Plate, Ring of Protection, Retainer,
    Discard Pile: Mace, Guide (c), Blessing of Gorum, Fortune-teller (c),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee Str +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Divine Wis+2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy Cha +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Heavy Armor, Weapon
    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.

    Arsenal: Henchman Proxy (card 11)
    Hospice: Unknown (card 6)
    Hospice: Henchman Proxy (card 11)
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED


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

    ========================
    Agna starts her turn.
    Hour: Prayer
    Hour Power:No effect.
    Location: Hospice
    Location Power:If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    Scenario Powers:

  • At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.
  • When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    Start of Turn examine
    Arsenal: Henchman Proxy (card 11)
    Hospice: Heat Metal(card 6)
    Hospice: Henchman Proxy (card 11)
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED

    Heat Metal:

    Core Spell 2
    Traits: Arcane Attack Divine Fire Magic
    To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    Scenario: When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

    Wisdom 7: 1d8 ⇒ 1

    Roll Details:

    Wisdom - 1d8

    Recharge Our Lord in Iron for scenario power

    Reload Ranger to examine the top of the Hospice.
    Plaguebringer's Mask - Card 7
    Opt to shuffle the location. Cards 7-11 are now shuffled

    End of Turn examine Bottom: 1d5 + 6 ⇒ (1) + 6 = 7
    Plaguebearers Mask (Card 7) is now on bottom

    "

    Agna wrote:

    Hand: Lucky Starknife, Repelling Pike +1, Main-Gauche, Droogami, Duskwardent Ranger,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Hospice
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 7-2C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Main-Gauche +1, Masterwork Tools, Bastard Sword, Covering Heavy Shield, Cruel Longsword
    Recharged: Abadar's Law, Squeeker (Pig), Fox, Squaker (Crow), Balmberry, Bagheera (Snow Leopard), Our Lord In Iron,
    Discard Pile: Harrower, Gorum's Iron, Blessing of the Gods,
    Buried Pile:

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

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

    "

    End of Turn Summary
    Banished Card 6 from the Hospice
    Shuffled cards 7-11 of the Hospice
    Card 7 is now on the bottom of the Hospice

    End of Turn Status
    Arsenal: Henchman Proxy (card 11)
    Hospice: Random Card 8-11
    Hospice: Bottom = card 7
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED


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

    Gorum's Iron. When this is the hour: On your non-Attack combat check, add 1.

    Arsenal: Henchman Proxy (card 11)
    Hospice: Random Card 8-11
    Hospice: Bottom = card 7
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED

    SOT examine of Hospice. Which card?: 7 + 1d4 ⇒ 7 + (1) = 8 - the Paladin blessing

    Explore and encounter the Paladin.

    Str 6 (4+2): 1d10 + 2 ⇒ (7) + 2 = 9 - blessing acquired

    Discard Penny to explore.

    Which card encountered?: 8 + 1d3 ⇒ 8 + (1) = 9 - Acid Arrow, which is auto-acquired

    Cast Soothing Word on someone.

    Zvarbel ends her turn.

    Zvarbel attempts to recover all cards in her Recovery pile.
    Soothing Word: Arcane 11: 1d8 + 3 ⇒ (2) + 3 = 5 -> Soothing Word discarded.

    Zvarbel resets her hand.

    Zvarbel wrote:

    Hand: Making the Case (B2), The Paladin, Gray Maiden Plate, Magus Arcana, Gallivance,

    Displayed:
    Deck: 12 Discard: 5 Buried: 1
    Hero Points: 1

    Skills and Powers:
    SKILLS

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

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

    Someone is healed for 1.

    Arsenal: Henchman Proxy (card 11)
    Hospice: Random Card 10-11; then card 7 at the bottom
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED


    Deckhandler

    Hourglass: Asmodeus's Tyranny
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.

    SOT:
    Hospice top card: 1d2 ⇒ 2
    Arsenal: Henchman Proxy (card 11)
    Hospice: Henchman Proxy A2 (card 11); then 10, then 7 at the bottom
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED

    Move: Arsenal

    Explore:

    Spoiler:
    Make Your Case
    Make Your Case
    Story Bane
    Type: Barrier
    Traits: Task
    To Defeat: Charisma Diplomacy 10
    Before acting, roll 1d4, then attempt a check of the corresponding type.
    1. Disable 4
    2. Fortitude 4
    3. Knowledge 4
    4. Perception 4
    If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.

    BYA: 1d4 ⇒ 3 Knowledge 4: 1d4 + 1d4 ⇒ (3) + (1) = 4 Reveal Surgeon Diplomacy 10: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (2) = 11 Reveal Surgeon

    Close attempt- Weapon 1:Light Crossbow dex 4: 1d6 + 1d4 ⇒ (5) + (4) = 9 Reveal Surgeon. Discard The Crows for Scenario Power

    Move: Chambers

    EOT- Discard Light Crossbow

    Heggel wrote:

    Hand: Tussah Silk Coat, Holy Light, Surgeon, Flaming Scimitar +1, Life Drain,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    Hero Points: 1
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Promo re-roll: Used; Gamemat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Blessing of the Spellbound, Chronicler, Cure, Binder's Tome, Magical Child, Blessing of Nethys
    Recharged: Magic Half-Plate, Ring of Protection, Retainer,
    Discard Pile: Mace, Guide (c), Blessing of Gorum, Fortune-teller (c), The Crows, Light Crossbow,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3
    Melee Str +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Divine Wis+2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy Cha +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Light Armor, Heavy Armor, Weapon
    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.

    Arsenal: Closed
    Hospice: Henchman Proxy A2 (card 11); then 10, then 7 at the bottom
    Office: CLOSED
    Chambers: Henchman Proxy (card 2)
    Tenement: CLOSED

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