[ACG] [Gameday X] Protean's Prank - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Deck Number: 3

  • Erasmus/AAUGHWHY
  • Radovan/Matsu Kurisu
  • Reiko/Chthonicthul
  • Kyra/Iceman

Scourges:
Dazed
Spoiler:
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:
On your checks, subtract 1 from each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

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

Exhausted
Spoiler:
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.

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

Wounded
Spoiler:
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.

Summoned Story Banes:
Ancient Skeleton
Spoiler:
Monster Story Bane 1

Traits:
Undead
Skeleton
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.


Queen's Physician
Spoiler:
Monster Story Bane 2

Traits:
Human
Rogue

To Defeat:
Combat 11
OR
Fortitude Stealth 7

Resistant to Attack and Poison.
If undefeated, suffer the scourge Plagued.

Party Tracker


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Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Off turn, Display Mist Horn. And get Soothing Word-ed

Hour is the Demon's Lantern: On your check against a barrier, the difficulty is increased by 3. Skipping flavor again; this week is so busy...

Start of turn, Examine top card of Shrine: Villain Proxy 2. Reload it.

Also Start of Turn, bury Mist Horn.

Give Kyra Soothing Word

Move to Stable. Explore Card 1: Wood Golem. That's a hard monster, Discard The Midwife to replace it and bless the checks. New Monster is Deadfall Scorpion. Reveal Cruel Longsword for STR+1d8+1.

Combat 13: 2d6 + 1d8 + 5 ⇒ (5, 1) + (7) + 5 = 18 Defeated

"

Erasmus wrote:

Hand: Starknife +2, Cruel Longsword, Mind Thrust, Sign of the Lantern Bearer, The Missing Eye,

Displayed: Spirit Relatives (have a role card), Voidglass Armor,
Deck: 11 Discard: 2 Buried: 2
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Lantern Bearer: Discard to bless, recharge vs Armors

(Signs can copy other signs in my hand)

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded: Starknife +2,
Middle of Deck (Unknown Order): Stalking Armor, Djinn, Sign of the Rider, Planchette, Sign of the Stranger, Sign of the Pack 2, Sign of the Pack, Leech (Core), Zellara's Harrow Deck, Fate Reader Lenses
Recharged:
Discard Pile: The Midwife, Locate Object (Core),
Buried Pile: Helm of the Valkyrie, Mist Horn (Core),

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn order - Radovan, Reiko/Cthonicthul, Kyra/Iceman91, Erasmus/AAUGHWHY

Out of turn updates

Hour: 1 Radovan/Matsu_Kurisu: The Waxworks
Hour power: At the start of your turn, discard a blessing or suffer the scourge Exhausted. (Blessing of the Quartermaster)

Current Location = #5: Shrine
Scenario.SoT Examine: 1: Villain Proxy V2 - reload

Give card = No
Move = #4: Stable
At this location: When you acquire an ally, you may shuffle a new ally into a random other location.

Free explore = 2: Vampire, Story Bane 2: Combat 16(10+3+3) THEN Divine 10(7+3)

Spoiler:
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.

Reveal Venomous Fighting Fan +1 1d8+2+2+1d4+1, Norge(Fire) +1, Radovon not 2hd +1d4
Vampire.recharge(Blessing of Abadar)
#1 Combat 16: 1d8 + 2 + 2 + 1d4 + 1 + 1 + 1d4 ⇒ (4) + 2 + 2 + (2) + 1 + 1 + (1) = 13 Bury Red Leathers +4 = 17. Success
Vampire.recharge(Venomous Fighting Fan +1)

Divine 1d4, Quand.AD3 +1d6+3, Kyra discards The Paladin and recharges a card +1d4+1d8+1
Vampire.recharge(Hrym)
#2 Divine 10: 1d4 + 1d6 + 3 + 1d4 + 1d8 + 1 ⇒ (1) + (1) + 3 + (3) + (6) + 1 = 15 Success. Banished

Location #4: Stable
When Closing: Succeed at a Diplomacy 8(5+3) check.
Diplomacy 1d8+1+2, Erasmus discard Sign of the Lantern Bearer +1d8
Diplomacy 8: 1d8 + 1 + 2 + 1d8 ⇒ (4) + 1 + 2 + (1) = 8 CLOSED

End of Turn
Draw up Vreva Jhafae, Double Chicken Saber +1, Sacred Candle, Blessing of Kofusachi, Burglar's Buckler, Compass

Summary
Location = Stable - CLOSED
Acquired =
Banished = 2: Vampire
Examined =

Location =
Acquired =
Banished =

Examined =

From Box:

Displayed =

Give: =

Used = Kyra discards The Paladin and recharges a card, Erasmus discard Sign of the Lantern Bearer

Other =

Radovan wrote:

Hand: Vreva Jhafae, Double Chicken Saber +1, Sacred Candle, Blessing of Kofusachi, Burglar's Buckler, Compass,

Displayed: Quang[ ], Fell Viridio[ ], Norge[AD2 ], , , ,
Deck: 9 Discard: 2 Buried: 1
Notes: Any support available. Will Sacred Candle any AD3 blessing at the end of that players turn, or to take an Hour if the current player wants to roll back one hour

Skills and Powers:
SKILLS

Strength d8 +0
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2

Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Hand update after playing The Paladin and recharging Deathgrip to 'pay' for it.

Kyra wrote:

Hand: Giantbane Greataxe, Divine Insight, Soothing Word (Erasmus's), Bodyguard, The Healing Light,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 3
Used Accessory Reroll: N
NOTES:
Available Support: Soothing Word, Divine Insight (2d6 to barriers), Bodyguard (local damage reduction) and Healing Light (blessing and healing in one! what a deal!) are available
Movement: Crypt, Stable ,Hospice
Other: Local characters get d4 and Magic on all checks against Undead, Outsider, and Summoned banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Restorative Touch, Leech, Earthbreaker, Magic Chain Mail, Mist Horn (Core), Holy Symbol, Embiggen, Noble, Urgathoa's Gluttony, The Empty Throne, Iomedae's Justice
Recharged: Soothing Word, Deathgrip,
Discard Pile: Elven Curve Blade, The Paladin,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Perception: Wis +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine, □ Weapon
POWERS:
On a local check against an Outsider or Undead (☑ or summoned) bane, add 1d4 (□ 1d6) (□ 1d8) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.


Deck Handler

Turn 7: Reiko/Desna's Freedom

Examine Castle Card #1: Horn of Blasting. Reload, then explore. Will fail to acquire; banished.

Discard Daggermark Poisoner to explore Castle Card #2: Mercenary
Combat 16 to defeat Mercenary, recharging Venomous Fighting Fan +1 to use Acrobatics plus 1d4 plus 1 plus 1d12 and the Poison trait and adding 1 and the Poison trait for Daggermark Poisoner: 1d10 + 3 + 3 + 1d4 + 1 + 1d12 + 1 ⇒ (9) + 3 + 3 + (1) + 1 + (4) + 1 = 22 Success; banished

Reiko moves silently through the castle until she finds a chest of drawers that contains servant's livery. She quickly dons the outfit and then travels faster, albeit more conspicuously. She heads past a suit of armor carrying a large hunting horn and enters a wide, low-ceilinged room. She is about to turn around and try another area before she hears a weary voice call to her, demanding to see her "papers". Papers? The ninja sighs, draws her fighting fan from a pouch, and sends it flying in the direction of the voice without even looking. She hears a snick, then a thump, and only then turns around to see the headless mercenary bleeding out onto the gorgeous Taldoran carpet.

Reset hand and end turn.

Reiko wrote:

Hand: Gem of Physical Prowess, Defending Sansetsukon +1, Blessing of the Quartermaster 2, Double Chicken Saber +1, Blessing of Abadar,

Displayed:
Deck: 10 Discard: 2 Buried: 0
"Current Location: Castle
Hero Points Available/Used: 0 / 3"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for B: Within the Soot-Stained City?: Y"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role Card: Saboteur
Favored Card: card that has the Poison trait or weapon
Hand Size: 5 ☐ 6
Proficiencies:
[]Light Armor, Weapons
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. (☐ Then you may either examine the top card of your location deck or move.)


Radovan and Erasmus must move when Stable closed, on Radovan's turn.

During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Desperate: When you encounter a boon and do not acquire it, discard a card.
At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.
When you defeat a Witness and close its location, the Box Runner will report a Witness Success.

Additional Rules: Story Banes:

Villains: Azuretzi (Proxy V1, V2):
Monster Story Bane 1

Traits:
Outsider
Protean
Veteran

To Defeat:
Combat 11+##
THEN
Charisma Arcane Diplomacy Divine 9+#

Roll 1d4 twice, rerolling duplicates. This monster is resistant to: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, a local character discards an ally.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


Closing Henchman: Witness:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Charisma Diplomacy Knowledge 7+#

If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.


Closing Henchman: Vampire:
Monster Story Bane 2

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.


Closing Henchmen: Cultist (Proxy A):
Monster Story Bane 1

Traits:
Cultist
Human
Veteran

To Defeat:
Combat 10+##
OR
Diplomacy 8+#

If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards


Danger: Zombie Minions:
Monster Story Bane 1

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.


To win, corner and defeat both villains.

Party Tracker

Scenario Level (#): 3

Turn: 8, Kyra/Iceman91

Random Cards:

Monsters
Spoiler:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.

Spoiler:
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.

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.

Spoiler:
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

Spoiler:
Quivering Cube
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

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

Spoiler:
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.

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.

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.

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.

Weapons
Spoiler:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

Spoiler:
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.

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.

Spoiler:
Venomous Hand Crossbow
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Commune
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.

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

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


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

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.


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

Armors
Spoiler:
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.

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.

Spoiler:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 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.

Spoiler:
Spiked Half-plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

Spoiler:
Magic Spiked Full Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 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.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

Items
Spoiler:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

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.

Spoiler:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Spoiler:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

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.


Allies
Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

Spoiler:
Eries Yelloweyes
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.

Spoiler:
Crow
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Spoiler:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

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

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

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

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

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

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

Hour Power: After discarding any number of cards as damage, draw a card.

Current Hour:

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

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 1 Erasmus/AAUGHWHY
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 2 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Radovan/Matsu_Kurisu
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 3 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 3 Reiko/Cthonicthul
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 4 Kyra/Iceman91:
Spoiler:
Hourglass Card 4 Kyra/Iceman91
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 5 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 5 Erasmus/AAUGHWHY
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Radovan/Matsu_Kurisu
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 7 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 7 Reiko/Cthonicthul
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.
Hourglass Card 8 Kyra/Iceman91:
Spoiler:
Hourglass Card 8 Kyra/Iceman91
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 9 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 9 Erasmus/AAUGHWHY
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 10 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Radovan/Matsu_Kurisu
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 11 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 11 Reiko/Cthonicthul
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 12 Kyra/Iceman91:
Spoiler:
Hourglass Card 12 Kyra/Iceman91
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 13 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 13 Erasmus/AAUGHWHY
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 14 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Radovan/Matsu_Kurisu
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 15 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 15 Reiko/Cthonicthul
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 16 Kyra/Iceman91:
Spoiler:
Hourglass Card 16 Kyra/Iceman91
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 17 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 17 Erasmus/AAUGHWHY
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.
Hourglass Card 18 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Radovan/Matsu_Kurisu
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.
Hourglass Card 19 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 19 Reiko/Cthonicthul
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 20 Kyra/Iceman91:
Spoiler:
Hourglass Card 20 Kyra/Iceman91
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.
Hourglass Card 21 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 21 Erasmus/AAUGHWHY
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 22 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 Radovan/Matsu_Kurisu
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.

Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reiko

Castle Card 1:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.

DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Castle Card 2:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Castle Card 3:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #3: Hospice
Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
Hospice Card 1:
Witness
Core
Story Bane 1
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Knowledge 7+#
If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Hospice Card 2:
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hospice Card 3:
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.
Hospice Card 4:
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.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 5:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Hospice Card 6:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Hospice Card 7:
Giant Slug
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.

Location #5: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Kyra
Shrine Card 1 (Villain Proxy V2):
Villain Proxy V2
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Shrine Card 2:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Shrine Card 3:
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.
Shrine Card 4:
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Shrine Card 5:
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.
Shrine Card 6:
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.
Shrine Card 7:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #6: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
Crypt Card 1:
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Crypt Card 2:
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.
Crypt Card 3:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Crypt 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.
Crypt Card 5:
Orc Rager
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Crypt Card 6:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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

Crypt Card 7:
Ambush
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.


Deck Handler

Right, forgot Desperate. Discard Defending Sansetsukon +1 for Desperate when failed to acquire Horn of Blasting. Updated hand now includes Valet


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

No further off-turn activity

Kyra's turn
Hour of Zon-kuthon's Pain
After discarding any number of cards as damage, draw a card.

Start of turn - examine and reload the villain

Move to Crypt
The difficulty of checks against Undead banes is increased by 3.

Free explore of Crypt #1: The Dance

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

Cannot succeed at Dex 7, not worth blessing Kyra's d4 - discard Soothing Word to Desperate

Discard Bodyguard to explore Crypt #2: Hell Hound

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

BA: Bodyguard reduces all damage to Kyra by 2...
Radovan takes no damage and displays two new monsters (Infantry Devil and Harpy, both level 2)
Erasmus takes 1 fire damage

Reveal Greataxe, turn outsider, assisted by Nissa
Combat 10: 1d8 + 3 + 1d12 + 1 + 1d4 + 1d4 ⇒ (1) + 3 + (1) + 1 + (1) + (1) = 8 Sorry, no. I reject that as a bug.
Combat 10: 1d8 + 3 + 1d12 + 1 + 1d4 + 1d4 ⇒ (1) + 3 + (2) + 1 + (1) + (4) = 12 Success, barely

End turn
Recharge Healing Light to heal The Paladin
Draw four, including the Healing Light!

---

Having identified one of the proteans, but still seeking the other, Kyra joins her allies at the crypt and begins searching there.
She is distracted by an almost irresistible dance, but clear her mind just as a despicable hell beast attacks the group. Torvald, ever the faithful bodyguard, protects her from the creature's fiery breath, but her axe is surprisingly ineffective against the hound's tough hide.

Kyra wrote:

Hand: Giantbane Greataxe, Divine Insight, Soothing Word, Holy Symbol, The Healing Light, Iomedae's Justice,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 3
Used Accessory Reroll: N
NOTES:
Available Support: Divine Insight (2d6 to barriers), Iomedae's Justice (d12 on any check to defeat), and Healing Light (blessing and healing) are available
Movement: Hospice, Shrine
Other: Local characters get d4 and Magic on all checks against Undead, Outsider, and Summoned banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Deathgrip, The Empty Throne, Restorative Touch, Earthbreaker, Embiggen, Mist Horn (Core), The Paladin, Magic Chain Mail, Leech, Noble, Urgathoa's Gluttony
Recharged:
Discard Pile: Elven Curve Blade, Soothing Word (Erasmus's), Bodyguard,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Perception: Wis +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine, □ Weapon
POWERS:
On a local check against an Outsider or Undead (☑ or summoned) bane, add 1d4 (□ 1d6) (□ 1d8) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.


Erasmus must take 1 Fire damage from the Hell Hound’s before acting, on Kyra’s turn. (Note the hour power: After discarding any number of cards as damage, draw a card.)

During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Desperate: When you encounter a boon and do not acquire it, discard a card.
At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.
When you defeat a Witness and close its location, the Box Runner will report a Witness Success.

Additional Rules: Story Banes:

Villains: Azuretzi (Proxy V1, V2):
Monster Story Bane 1

Traits:
Outsider
Protean
Veteran

To Defeat:
Combat 11+##
THEN
Charisma Arcane Diplomacy Divine 9+#

Roll 1d4 twice, rerolling duplicates. This monster is resistant to: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, a local character discards an ally.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


Closing Henchman: Witness:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Charisma Diplomacy Knowledge 7+#

If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.


Closing Henchman: Vampire:
Monster Story Bane 2

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.


Closing Henchmen: Cultist (Proxy A):
Monster Story Bane 1

Traits:
Cultist
Human
Veteran

To Defeat:
Combat 10+##
OR
Diplomacy 8+#

If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards


Danger: Zombie Minions:
Monster Story Bane 1

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.


To win, corner and defeat both villains.

Party Tracker

Scenario Level (#): 3

Turn: 9, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
Will-o'-wisp
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

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.

Spoiler:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.

Spoiler:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.

Barriers
Spoiler:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

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

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

Spoiler:
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.

Weapons
Spoiler:
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

Spoiler:
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.

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

Spells
Spoiler:
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.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


Spoiler:
Frost Ray
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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


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.


Spoiler:
Chain Lightning
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.

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


Spoiler:
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.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

Armors
Spoiler:
Archer's Kite Shield
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

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.

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.

Spoiler:
Spiked Half-plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

Spoiler:
Magic Spiked Full Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 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.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

Items
Spoiler:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

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

Spoiler:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

Spoiler:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.

DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.


Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

Allies
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.

Spoiler:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

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

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

Spoiler:
Crow
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Blessings
Spoiler:
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

Spoiler:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.

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

Spoiler:
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.

Spoiler:
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.

Current Hour:

The Mountain Man:
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Radovan/Matsu_Kurisu
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 2 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 2 Reiko/Cthonicthul
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 3 Kyra/Iceman91:
Spoiler:
Hourglass Card 3 Kyra/Iceman91
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 4 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 4 Erasmus/AAUGHWHY
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 5 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 Radovan/Matsu_Kurisu
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 6 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 6 Reiko/Cthonicthul
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.
Hourglass Card 7 Kyra/Iceman91:
Spoiler:
Hourglass Card 7 Kyra/Iceman91
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 8 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 8 Erasmus/AAUGHWHY
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 9 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 Radovan/Matsu_Kurisu
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 10 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 10 Reiko/Cthonicthul
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 11 Kyra/Iceman91:
Spoiler:
Hourglass Card 11 Kyra/Iceman91
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 12 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 12 Erasmus/AAUGHWHY
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 13 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Radovan/Matsu_Kurisu
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 14 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 14 Reiko/Cthonicthul
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 15 Kyra/Iceman91:
Spoiler:
Hourglass Card 15 Kyra/Iceman91
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 16 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 16 Erasmus/AAUGHWHY
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.
Hourglass Card 17 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 17 Radovan/Matsu_Kurisu
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.
Hourglass Card 18 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 18 Reiko/Cthonicthul
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 19 Kyra/Iceman91:
Spoiler:
Hourglass Card 19 Kyra/Iceman91
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.
Hourglass Card 20 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 20 Erasmus/AAUGHWHY
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 21 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 21 Radovan/Matsu_Kurisu
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.

Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reiko

Castle Card 1:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.

DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Castle Card 2:
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Castle Card 3:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #3: Hospice
Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
Hospice Card 1:
Witness
Core
Story Bane 1
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Knowledge 7+#
If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Hospice Card 2:
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hospice Card 3:
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.
Hospice Card 4:
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.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 5:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Hospice Card 6:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Hospice Card 7:
Giant Slug
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.

Location #5: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:
Shrine Card 1 (Villain Proxy V2):
Villain Proxy V2
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Shrine Card 2:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Shrine Card 3:
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.
Shrine Card 4:
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Shrine Card 5:
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.
Shrine Card 6:
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.
Shrine Card 7:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #6: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kyra, Erasmus, Radovan, Hell Hound
Crypt Card 1:
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.
Crypt Card 2:
Ambush
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Crypt Card 3:
Orc Rager
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Crypt Card 4:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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

Crypt Card 5:
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.
Crypt Card 6:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On my turn, discard Cruel Longsword as AA poison damage from the scorpion. On Radovan's turn, discard Sign of the Lantern Bearer. Kyra's turn, discard Starknife as damage. Draw Zellara's Harrow Deck

Hour is The Mountain Man: On your Strength or Constitution check, you may recharge a card to reroll.

Start of turn, recharge spells for +1 to all my checks

Undeterred by Kyra's attacks, the Crypt Card 1: Hellhound turns on its heels and lunges again! Kyra and Radovan take 1 fire damage from the BA I recharge Voidglass Armor to reduce the damage by 1. For the combat, reveal The Missing Eye for Melee+1d8+1

Combat 10: 2d6 + 1d8 + 6 ⇒ (3, 4) + (2) + 6 = 15 Defeated!

Erasmus intercepts the lunge with his own and takes the hellhound down for good. Erasmus drops a few cards in his harrow deck in the commotion. He starts picking them, paying special attention to what they are, just in case. The first in The Betrayal; that's ominous... Banish Zellara's Harrow Deck to examine the Crypt. Examine Card 2: Ambush, which Triggers Asking for Kyra's Divine Insight

Perception 11: 3d6 + 1d4 + 5 ⇒ (4, 1, 4) + (1) + 5 = 15 Defeated!

But when Erasmus blinks, the card in his hand has changed to The Survivor; even more ominous... He hastily picks up the next two cards: The Mountain Man and The Snakebite. Examine Card 3: Orc Rager and Card 4: Poison Blast

Auto-fail recover check on Zellara's Harrow Deck

"

Erasmus wrote:

Hand: Stalking Armor, Leech (Core), Sign of the Stranger, Sign of the Rider, The Missing Eye,

Displayed: Spirit Relatives (have a role card), Voidglass Armor,
Deck: 6 Discard: 6 Buried: 2
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Lantern Bearer: Discard to bless, recharge vs Armors

(Signs can copy other signs in my hand)

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Planchette, Fate Reader Lenses, Sign of the Pack, Djinn, Sign of the Pack 2
Recharged: Mind Thrust,
Discard Pile: The Midwife, Locate Object (Core), Cruel Longsword, Sign of the Lantern Bearer, Starknife +2, Zellara's Harrow Deck,
Buried Pile: Helm of the Valkyrie, Mist Horn (Core),

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn order - Radovan, Reiko/Cthonicthul, Kyra/Iceman91, Erasmus/AAUGHWHY

Out of turn updates
On Erasmus's turn - Radovan takes no Fire damage and displays two new monsters (Diseased Rats AD2 and Will-o'-wisp AD2). One on Quang and one on Norge.
Now Quang[AD2,AD2 ], Fell Viridio[ ], Norge[AD2,AD2,AD2 ]

Hour: 1 Radovan/Matsu_Kurisu: The Carnival
Bury Sacred Candle, draw The Carnival

New Hour: 9, Erasmus/AAUGHWHY: The Mountain Man
Hour power: On your Strength or Constitution check, you may recharge a card to reroll.

Current Location = #6: Crypt
Scenario.SoT Examine: 3: Orc Rager, Monster 2 - shuffle

Give card = Blessing of Kofusachi to either Erasmus or Kyra
Move = No
At this location: The difficulty of checks against Undead banes is increased by 3.

Free explore Top card (3-6): 1d4 + 2 ⇒ (4) + 2 = 6 6: Skeletal Owlbeast, Monster 1: Combat 14

Spoiler:
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

BYA Acrobatics 5: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11 Success

Reveal Double Chicken Saber +1 1d8+2+2+1d8+1, Norge(Fire) +1, Radovon not 2hd +1d4, Norge.banish(AD2) +1d8+2
Undead +3DC
Combat 17(14+3): 1d8 + 2 + 2 + 1d8 + 1 + 1 + 1d4 + 1d8 + 2 ⇒ (2) + 2 + 2 + (5) + 1 + 1 + (1) + (3) + 2 = 19 Banished

Discard Compass explore Top card (3-6): 1d3 + 2 ⇒ (3) + 2 = 5 Crypt Card 5: Henchman Proxy A1
Cultist (Proxy A): Monster Story Bane 1: Combat 16(10+3+3)

Spoiler:
Traits:
Cultist
Human
Veteran

To Defeat:
Combat 10+##
OR
Diplomacy 8+#

If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards

Reveal Double Chicken Saber +1 1d8+2+2+1d8+1, Norge(Fire) +1, Radovon not 2hd +1d4, Norge.banish(AD2) +1d8+2
Combat 16: 1d8 + 2 + 2 + 1d8 + 1 + 1 + 1d4 + 1d8 + 2 ⇒ (3) + 2 + 2 + (8) + 1 + 1 + (4) + (3) + 2 = 26 Banished

Location #6: Crypt
When Closing: Succeed at a Wisdom 8(5+3) check.
Wisdom 1d6, Recharge Vreva Jhafae +1d6, Quang.Bury(AD2)+1d6+2
Wisdom 8: 1d6 + 1d6 + 1d6 + 2 ⇒ (5) + (1) + (4) + 2 = 12 CLOSED

When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
Hourglass Card 2 Reiko/Cthonicthul: The Prince of Pain, Blessing 3 DRAWA really good Blessing 3. Yes please!

On closed, Radovan will move with Kyra and Erasmus

End of Turn
Draw up Snick, Blessing of Wadjet

Summary
Location = #6: Crypt - CLOSED
Acquired = Hourglass Card 1 Radovan/Matsu_Kurisu: The Carnival, Hourglass Card 2 Reiko/Cthonicthul: The Prince of Pain,
Banished = 6: Skeletal Owlbeast, 5: Henchman Proxy A1
Examined =

Location =
Acquired =
Banished =

Examined =

From Box: Hourglass Card 1 Radovan/Matsu_Kurisu: The Carnival

Displayed =

Give: = Blessing of Kofusachi to either Erasmus or Kyra

Used =

Other = On closed, Radovan will move with Kyra and Erasmus
Reiko's hour will be Hourglass Card 3 Kyra/Iceman91:

Radovan wrote:

Hand: Burglar's Buckler, Double Chicken Saber +1, ac The Carnival, ac The Prince of Pain, Snick, Blessing of Wadjet,

Displayed: Quang[AD2, ], Fell Viridio[ ], Norge[AD2, ], , , ,
Deck: 10 Discard: 3 Buried: 2
Notes: Any support available. Will Sacred Candle any AD3 blessing at the end of that players turn, or to take an Hour if the current player wants to roll back one hour

Skills and Powers:
SKILLS

Strength d8 +0
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2

Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."


Deck Handler

Turn 11: Reiko/The Worldbreaker

Explore Castle Card #1: Bound Imp
Intelligence 6 to acquire Bound Imp: 1d6 ⇒ 5 Failure; banished. Discard Blessing of the Quartermaster for Desperate

Discard Valet to explore Castle Card #2: Trapped ChestDisable 10 to defeat Trapped Chest, recharging Gem of Physical Prowess to use Dexterity and discarding Blessing of the Quartermaster to Bless twice: 1d10 + 3 + 1d10 ⇒ (5) + 3 + (7) = 15 Defeated; banished. Encounter a Weapon for success: Wounding Spear-axe. Will fail to acquire. Discard Blessing of Abadar for Desperate

Banish Blessing of the Quartermaster to explore Castle Card #3 as per hourglass power: Villain Proxy V1 (Azuretzi). I can't make the second roll, so Evade. Someone come get a Villain!

Reiko continues through the castle, looking for whoever might be responsible for this mess. She passes under a lintel marked with a frieze depicting an imp chasing a village maiden into a well-furnished bedroom. There is a chest, which Reiko can hardly resist opening. She sees the tripwires that would trigger some sort of trap at opening, but she cuts them and opens it anyway. Inside is some silly spear-axe - whop would use such an obvious weapon? She leaves it and heads to the hall, but quickly ducks back in the room when she sees a protean making its way down the hall. Surely this was the villain responsible?

Reset hand and end turn.

Reiko wrote:

Hand: Double Chicken Saber +1, Stormrune Knife, Blessing of Urgathoa, Materialize, Delve,

Displayed:
Deck: 6 Discard: 5 Buried: 0
"Current Location: Castle
Hero Points Available/Used: 0 / 3"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for B: Within the Soot-Stained City?: Y"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role Card: Saboteur
Favored Card: card that has the Poison trait or weapon
Hand Size: 5 ☐ 6
Proficiencies:
[]Light Armor, Weapons
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. (☐ Then you may either examine the top card of your location deck or move.)


Kyra must take 1 Fire damage from the Hell Hound's before acting, on Erasmus's turn.
Erasmus must move when the Crypt closed, on Radovan's turn.

During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Desperate: When you encounter a boon and do not acquire it, discard a card.
At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.
When you defeat a Witness and close its location, the Box Runner will report a Witness Success.

Additional Rules: Story Banes:

Villains: Azuretzi (Proxy V1, V2):
Monster Story Bane 1

Traits:
Outsider
Protean
Veteran

To Defeat:
Combat 11+##
THEN
Charisma Arcane Diplomacy Divine 9+#

Roll 1d4 twice, rerolling duplicates. This monster is resistant to: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, a local character discards an ally.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


Closing Henchman: Witness:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Charisma Diplomacy Knowledge 7+#

If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.


Closing Henchman: Vampire:
Monster Story Bane 2

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.


Closing Henchmen: Cultist (Proxy A):
Monster Story Bane 1

Traits:
Cultist
Human
Veteran

To Defeat:
Combat 10+##
OR
Diplomacy 8+#

If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards


Danger: Zombie Minions:
Monster Story Bane 1

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.


To win, corner and defeat both villains.

Party Tracker

Scenario Level (#): 3

Turn: 12, Kyra/Iceman91

Random Cards:

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

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

Spoiler:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.

Spoiler:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.

Spoiler:
Swamp Ooze
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.

Barriers
Spoiler:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

Spoiler:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.

Spoiler:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.

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

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.

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

Spoiler:
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.

Spoiler:
Frost Longspear
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

Spoiler:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

Spells
Spoiler:
Mirror Image
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

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

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


Spoiler:
Ice Strike
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

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


Spoiler:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Spoiler:
Fly
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

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

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.

Spoiler:
Spiked Half-plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

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

Spoiler:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 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.

Items
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.

Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

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.

Spoiler:
Persona Mask
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

Spoiler:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


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

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.


Spoiler:
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.

Spoiler:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

Spoiler:
Ruan Mirukova
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.

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

Spoiler:
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

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

Spoiler:
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.

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.

Hour Power: When you heal, you may heal an additional card.

Current Hour:

Sarenrae's Light:
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.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 1 Erasmus/AAUGHWHY
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 2 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Radovan/Matsu_Kurisu
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.
Hourglass Card 3 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 3 Reiko/Cthonicthul
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 4 Kyra/Iceman91:
Spoiler:
Hourglass Card 4 Kyra/Iceman91
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 5 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 5 Erasmus/AAUGHWHY
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Radovan/Matsu_Kurisu
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 7 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 7 Reiko/Cthonicthul
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 8 Kyra/Iceman91:
Spoiler:
Hourglass Card 8 Kyra/Iceman91
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 9 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 9 Erasmus/AAUGHWHY
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 10 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Radovan/Matsu_Kurisu
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 11 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 11 Reiko/Cthonicthul
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 12 Kyra/Iceman91:
Spoiler:
Hourglass Card 12 Kyra/Iceman91
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.
Hourglass Card 13 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 13 Erasmus/AAUGHWHY
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.
Hourglass Card 14 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Radovan/Matsu_Kurisu
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 15 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 15 Reiko/Cthonicthul
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.
Hourglass Card 16 Kyra/Iceman91:
Spoiler:
Hourglass Card 16 Kyra/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 17 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 17 Erasmus/AAUGHWHY
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.

Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko

Castle Card 1 (Villain Proxy V1):
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #3: Hospice
Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Kyra, Radovan
Hospice Card 1:
Witness
Core
Story Bane 1
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Knowledge 7+#
If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Hospice Card 2:
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hospice Card 3:
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.
Hospice Card 4:
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.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 5:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Hospice Card 6:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Hospice Card 7:
Giant Slug
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.

Location #5: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:
Shrine Card 1 (Villain Proxy V2):
Villain Proxy V2
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Shrine Card 2:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Shrine Card 3:
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.
Shrine Card 4:
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Shrine Card 5:
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.
Shrine Card 6:
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.
Shrine Card 7:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Erasmus's turn: Discard Holy Symbol for fire damage.
Cast Divine Insight, then recharge Divine 8: 1d10 + 4 ⇒ (6) + 4 = 10

Radovan's turn: receive Blessing of Kofusachi
Move to Hospice

Kyra's turn
Hour of Sarenrae's Light
When you heal, you may heal an additional card.

Start of turn, examine Hospice #1: Witness
Reloaded

Cast Soothing Word on Erasmus
Healing two cards, due to hour.

Free explore of #1: Witness

Spoiler:
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Knowledge 7+#
If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.

Ask Radovan to discard The Carnival to bless
Diplomacy 7+3=10: 1d8 + 1 + 1d8 ⇒ (7) + 1 + (1) = 9 Succeed by flipping 1 to 8.
Examine top card of Hospice - Lady Despair

Discard The Healing Light to explore #2: Lady Despair

Spoiler:
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

This is why I kept it open... Ask Radovan for Wadjet
Divine 8: 1d10 + 4 + 2d8 ⇒ (6) + 4 + (2, 1) = 13 Success
Healing Light is triggered for two cards healed: Soothing Word (Erasmus's) and The Healing Light.

Discard Lady Despair to explore #3: Iomedae's Justice

Spoiler:
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.

Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8 Success

End turn
Recharge Blessing of Kofusachi to heal Radovan one two cards
Recharge Soothing Word: Divine 8: 1d10 + 4 ⇒ (10) + 4 = 14

Kyra wrote:

Hand: Giantbane Greataxe, Deathgrip, Divine Insight, Leech, Iomedae's Justice 2, The Empty Throne,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Hero Points: 3
Used Accessory Reroll: N
NOTES:
Available Support: Divine Insight (2d6 to barriers), Iomedae's Justice (d12 on any check to defeat) and Leech (light healing) are available
Other: Local characters get d4 and Magic on all checks against Undead, Outsider, and Summoned banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Restorative Touch, Noble, Mist Horn (Core), Embiggen, Iomedae's Justice, The Healing Light, Magic Chain Mail, The Paladin, Soothing Word (Erasmus's), Earthbreaker, Urgathoa's Gluttony
Recharged: Blessing of Kofusachi (Radovan's), Soothing Word,
Discard Pile: Elven Curve Blade, Bodyguard, Holy Symbol, Lady Despair,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Perception: Wis +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine, □ Weapon
POWERS:
On a local check against an Outsider or Undead (☑ or summoned) bane, add 1d4 (□ 1d6) (□ 1d8) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.


During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Desperate: When you encounter a boon and do not acquire it, discard a card.
At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.
When you defeat a Witness and close its location (Hospice), the Box Runner will report a Witness Success. (Success occurs even if the location is closed on a different turn after the Witness was defeated.)

Additional Rules: Story Banes:

Villains: Azuretzi (Proxy V1, V2):
Monster Story Bane 1

Traits:
Outsider
Protean
Veteran

To Defeat:
Combat 11+##
THEN
Charisma Arcane Diplomacy Divine 9+#

Roll 1d4 twice, rerolling duplicates. This monster is resistant to: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, a local character discards an ally.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


Closing Henchman: Witness:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Charisma Diplomacy Knowledge 7+#

If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.


Closing Henchman: Vampire:
Monster Story Bane 2

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.


Closing Henchmen: Cultist (Proxy A):
Monster Story Bane 1

Traits:
Cultist
Human
Veteran

To Defeat:
Combat 10+##
OR
Diplomacy 8+#

If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards


Danger: Zombie Minions:
Monster Story Bane 1

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.


To win, corner and defeat both villains.

Party Tracker

Scenario Level (#): 3

Turn: 13, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Metal Cobra
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.

Spoiler:
Spectre
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.

Spoiler:
Giant Anaconda
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

Spoiler:
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.

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

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

Spoiler:
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.

Spoiler:
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.

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.

Spoiler:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

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

Spoiler:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

Spoiler:
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.

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.

Spoiler:
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

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

Spoiler:
Mirror Image
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

Spoiler:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

Spoiler:
Frost Ray
CotCT
Spell 1
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 7
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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


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

Spoiler:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

Spoiler:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Magic Spiked Full Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 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.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

Spoiler:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.

Items
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.

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.

Spoiler:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Spoiler:
Persona Mask
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

Spoiler:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

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

Spoiler:
Tinker
Core
Ally 1
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

Spoiler:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

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

Spoiler:
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.

Blessings
Spoiler:
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Spoiler:
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.

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

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

Spoiler:
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.

Hour Power: On your check, you may discard an armor or the top card of your deck to add 1d6.

Current Hour:

Lady of Valor:
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

Hours Remaining: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Radovan/Matsu_Kurisu
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.
Hourglass Card 2 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 2 Reiko/Cthonicthul
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 3 Kyra/Iceman91:
Spoiler:
Hourglass Card 3 Kyra/Iceman91
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 4 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 4 Erasmus/AAUGHWHY
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 5 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 Radovan/Matsu_Kurisu
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 6 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 6 Reiko/Cthonicthul
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 7 Kyra/Iceman91:
Spoiler:
Hourglass Card 7 Kyra/Iceman91
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 8 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 8 Erasmus/AAUGHWHY
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 9 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 Radovan/Matsu_Kurisu
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 10 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 10 Reiko/Cthonicthul
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 11 Kyra/Iceman91:
Spoiler:
Hourglass Card 11 Kyra/Iceman91
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.
Hourglass Card 12 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 12 Erasmus/AAUGHWHY
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.
Hourglass Card 13 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Radovan/Matsu_Kurisu
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 14 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 14 Reiko/Cthonicthul
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.
Hourglass Card 15 Kyra/Iceman91:
Spoiler:
Hourglass Card 15 Kyra/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 16 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 16 Erasmus/AAUGHWHY
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.

Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko

Castle Card 1 (Villain Proxy V1):
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #3: Hospice
Urban
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
When Closing: Summon and defeat the story bane Queen's Physician.
When Permanently Closed: Remove 1 of your scourges.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Kyra, Radovan, Erasmus
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.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Hospice Card 2:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Hospice Card 3:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Hospice Card 4:
Giant Slug
Core
Ally 1
Traits:
Acid
Animal
To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.

Location #5: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:
Shrine Card 1 (Villain Proxy V2):
Villain Proxy V2
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
Shrine Card 2:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Shrine Card 3:
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.
Shrine Card 4:
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Shrine Card 5:
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.
Shrine Card 6:
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.
Shrine Card 7:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.


Botting Erasmus ::

On Kyra's turn, heal 1d6 ⇒ 2 and 1d5 ⇒ 1: Locate Object and The Midwife

Hour of Lady of Valor
On your check, you may discard an armor or the top card of your deck to add 1d6.

Start of turn, examine Hospice #1: Invisibility
Reload

Recharge Stalking Armor to gain +1 to all checks.
Two armors seems redundant

Explore Hospice #1: Invisibility

Spoiler:
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

Discard Sign of the Rider
Arcane 7: 1d8 + 1 + 1 + 1d8 ⇒ (3) + 1 + 1 + (2) = 7 Success

Discard Recharge Sign of the Stranger to explore #2: Gem of Mental Acuity

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

Never quite understood how a level 1 item is an 11 to acquire.
Int 11: 1d8 + 1 ⇒ (4) + 1 = 5 Failure (outside of the reach of the d4 after-roll ability) - discard Invisibility to Desperate

Discard Leech to explore #3: Locate Object

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

Arcane 6: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Success

Cast Locate Object and encounter #4: Giant Slug

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

Wis 6: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8 Success

Close location: Summon Queen's Physician

Spoiler:
Monster Story Bane 2
Traits:
Human
Rogue

To Defeat:
Combat 11
OR
Fortitude Stealth 7

Resistant to Attack and Poison.
If undefeated, suffer the scourge Plagued.


Reveal Missing Eye, trigger Nissa, Kyra turns summoning
Combat 11: 2d6 + 1d8 + 5 + 1d4 ⇒ (3, 1) + (6) + 5 + (2) = 17 Success

WPC: No scourge to remove
Move to Shrine with the group.

End turn
Recharge Locate Object: Arcane 8: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Discarded

Erasmus wrote:

Hand: Giant Slug, Sign of the Pack 2, Planchette, Locate Object (Core), The Missing Eye,

Displayed: Spirit Relatives (have a role card), Voidglass Armor,
Deck: 7 Discard: 8 Buried: 2
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Pack: Discard to bless, recharge vs Blessing
(Signs can copy other signs in my hand)

Slug: recharge to add d4 and acid to local combat
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mind Thrust, Djinn, The Midwife, Fate Reader Lenses, Sign of the Pack
Recharged: Stalking Armor, Sign of the Stranger,
Discard Pile: Cruel Longsword, Sign of the Lantern Bearer, Starknife +2, Zellara's Harrow Deck, Sign of the Rider, Invisibility, Leech (Core), Locate Object,
Buried Pile: Helm of the Valkyrie, Mist Horn (Core),

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile


The Rift Has Opened
Banish the wildcard Desperate, then shuffle into a stack the closing henchman Planar Rift and a number of blessings equal to one fewer than the number of locations, then shuffle 1 card from this stack into each location.
When you defeat the Planar Rift, display it.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn order - Radovan, Reiko/Cthonicthul, Kyra/Iceman91, Erasmus/AAUGHWHY

Out of turn updates
Discard ac The Carnival & Blessing of Wadjet for Kyra
Heal 2 from Kyra
card healed: 1d5 ⇒ 5 (Blessing of Wadjet)
card healed: 1d4 ⇒ 1 (Grogul)

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

Current Location = #5: Shrine
Scenario.SoT Examine: Shrine Card 1 (Villain Proxy V2) - Reload

Give card = No
Move = No
At this location: On your Divine checks, add 2.

Free explore = Shrine Card 1 (Villain Proxy V2)

Villain fight:

Assuming Reiko guard check is successful as it is not random

Azuretzi (Proxy V1, V2):
Monster Story Bane 1: Combat 17(11+3+3) THEN Charisma Arcane Diplomacy Divine 12(9+3)

Spoiler:
Traits:
Outsider
Protean
Veteran

To Defeat:
Combat 11+##
THEN
Charisma Arcane Diplomacy Divine 9+#

Roll 1d4 twice, rerolling duplicates. This monster is resistant to: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, a local character discards an ally.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


Resistances: 2d4 ⇒ (4, 3) = 7 3. Electricity 4. Fire Of course :-)
BYA Discard Ally (Snick)

Reveal & discard Double Chicken Saber +1 1d8+2+2+1d8+1+1d6, Radovon not 2hd +1d4, Fell Viridio (Poison) +2, Kyra vs Outsider +1d4

#1 Combat 17: 1d8 + 2 + 2 + 1d8 + 1 + 1d6 + 1d4 + 2 + 1d4 ⇒ (1) + 2 + 2 + (1) + 1 + (2) + (2) + 2 + (3) = 16 any d8 rolled on this check is a 1, treat it as a 3. 16+2+2 = 20 Success

Diplomacy 1d8+1+2, ac The Prince of Pain(Discard=5) +6, Kyra vs Outsider +1d4
#2 Diplomacy 12: 1d8 + 1 + 2 + 6 + 1d4 ⇒ (2) + 1 + 2 + 6 + (1) = 12 Success. Villain defeated

When Permanently Closed: You may draw a new blessing. (BL1:The Lost, Blessing 1)

On closed, Radovan will move with Kyra and Erasmus to #2: Castle

End of Turn
Draw up Venomous Fighting Fan +1, Blessing of Abadar, Blessing of Wadjet, Blessing of the Quartermaster 2

Summary
Location = #5: Shrine
Acquired = BL1:The Lost, Blessing 1
Banished = 1 (Villain Proxy V2)
Examined =

Location =
Acquired =
Banished =

Examined =

From Box: BL1:The Lost, Blessing 1

Displayed =

Give: =

Used =

Other = On closed, Radovan will move with Kyra and Erasmus to #2: Castle

Radovan wrote:

Hand: Burglar's Buckler, ac The Lost, Venomous Fighting Fan +1, Blessing of Abadar, Blessing of Wadjet, Blessing of the Quartermaster 2,

Displayed: Quang[AD2, ], Fell Viridio[ ], Norge[AD2, ], , , ,
Deck: 8 Discard: 6 Buried: 2
Notes: Any support available.

[spoiler=Skills and Powers]SKILLS

Strength d8 +0
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2

Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."

[/spoiler]


During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Desperate: When you encounter a boon and do not acquire it, discard a card.
At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.
When you defeat a Witness and close its location, the Box Runner will report a Witness Success.
When you defeat the Planar Rift, display it.

Additional Rules: Story Banes:

Villains: Azuretzi (Proxy V1, V2):
Monster Story Bane 1

Traits:
Outsider
Protean
Veteran

To Defeat:
Combat 11+##
THEN
Charisma Arcane Diplomacy Divine 9+#

Roll 1d4 twice, rerolling duplicates. This monster is resistant to: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, a local character discards an ally.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


Closing Henchman: Witness:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Charisma Diplomacy Knowledge 7+#

If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.


Closing Henchman: Vampire:
Monster Story Bane 2

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.


Closing Henchmen: Cultist (Proxy A):
Monster Story Bane 1

Traits:
Cultist
Human
Veteran

To Defeat:
Combat 10+##
OR
Diplomacy 8+#

If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards


Closing Henchman: Planar Rift:
Barrier Story Bane 1

Traits:
Magic 
Obstacle 
Veteran 

To Defeat: Combat 11+## OR Arcane Divine 6+#

Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.


Danger: Zombie Minions:
Monster Story Bane 1

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.


To win, corner and defeat both villains.

Party Tracker

Scenario Level (#): 3

Turn: 15, Reiko/Cthonicthul

Random Cards:

Monsters
Spoiler:
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

Spoiler:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

Spoiler:
Mammoth
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.

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

Spoiler:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

Barriers
Spoiler:
Concealed Hatch
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.

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

Spoiler:
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.

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

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

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

Spoiler:
Wounding Spear-axe
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.

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.

Spoiler:
Frost Longspear
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spells
Spoiler:
Mistform
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


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.


Spoiler:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

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.


Spoiler:
Ice Strike
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

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


Armors
Spoiler:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

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.

Spoiler:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.

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

Spoiler:
Archer's Kite Shield
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Items
Spoiler:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


Spoiler:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Spoiler:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.

Spoiler:
Ring of Protection
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.

Allies
Spoiler:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

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.

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

Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

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

Blessings
Spoiler:
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.

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

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

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

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

Hour Power: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.

Current Hour:

Lamashtu's Madness:
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.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Iceman91:
Spoiler:
Hourglass Card 1 Kyra/Iceman91
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 2 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 2 Erasmus/AAUGHWHY
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 3 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 Radovan/Matsu_Kurisu
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 4 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 4 Reiko/Cthonicthul
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 5 Kyra/Iceman91:
Spoiler:
Hourglass Card 5 Kyra/Iceman91
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 6 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 6 Erasmus/AAUGHWHY
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 7 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Radovan/Matsu_Kurisu
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 8 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 8 Reiko/Cthonicthul
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 9 Kyra/Iceman91:
Spoiler:
Hourglass Card 9 Kyra/Iceman91
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.
Hourglass Card 10 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 10 Erasmus/AAUGHWHY
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.
Hourglass Card 11 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 Radovan/Matsu_Kurisu
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 12 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 12 Reiko/Cthonicthul
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.
Hourglass Card 13 Kyra/Iceman91:
Spoiler:
Hourglass Card 13 Kyra/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 14 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 14 Erasmus/AAUGHWHY
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.

Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Reiko, Kyra, Erasmus, Radovan, Planar Rift, Villain V1

Castle Card 1:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Castle Card 2:
Planar Rift
Core
Story Bane 1
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Correcting Villain fight
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.

Reveal & discard Double Chicken Saber +1 1d8+2+2+1d8+1+1d6, Radovon not 2hd +1d4, Fell Viridio (Poison) +2, Kyra vs Outsider +1d4

#1 Combat 17: 1d8 + 2 + 2 + 1d8 + 1 + 1d6 + 1d4 + 2 + 1d4 ⇒ (1) + 2 + 2 + (1) + 1 + (2) + (2) + 2 + (3) = 16 any d8 rolled on this check is a 1, treat it as a 3. 16+2+2 = 20 Success

Reroll highest: 1d4 ⇒ 4 +1
Reroll lowest: 1d8 ⇒ 8 +7

Total combat = 20+1+7 => 27 Smush


Deck Handler

Turn 15: Reiko.Lamashtu's Madness

Explore Castle Card #1: Villain Proxy V1 (Azuretzi)
\Is there a benefit to hitting the Planar Rift? If so, Reiko can evade the Villain fight.

Someone local needs to discard and Ally before Reiko acts... she doesn't have one in hand.
Combat 17 to defeat Azuretzi, discarding Double Chicken Saber +1 to use Acrobatics plus 1d8 plus 1 plus 1d6 and discarding Blessing of Urgathoa to Bless: 1d10 + 3 + 3 + 1d8 + 1 + 1d6 + 1d10 ⇒ (2) + 3 + 3 + (6) + 1 + (4) + (10) = 29 Success
Reroll of highest and lowest values, which are the two d10's: 1d10 + 1d10 ⇒ (1) + (6) = 7 Still a success

Someone take the second check?


Deck Handler

OK, will change my mind based on Discard: will not take Combat, but will Evade to have a shot at the Planar Rift.

Reiko wrote:

Hand: Double Chicken Saber +1, Stormrune Knife, Blessing of Urgathoa, Materialize, Delve,

Displayed:
Deck: 6 Discard: 5 Buried: 0
"Current Location: Castle
Hero Points Available/Used: 0 / 3"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for B: Within the Soot-Stained City?: Y"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role Card: Saboteur
Favored Card: card that has the Poison trait or weapon
Hand Size: 5 ☐ 6
Proficiencies:
[]Light Armor, Weapons
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. (☐ Then you may either examine the top card of your location deck or move.)


During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Desperate: When you encounter a boon and do not acquire it, discard a card.
At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.
When you defeat a Witness and close its location, the Box Runner will report a Witness Success.
When you defeat the Planar Rift, display it.

Additional Rules: Story Banes:

Villains: Azuretzi (Proxy V1, V2):
Monster Story Bane 1

Traits:
Outsider
Protean
Veteran

To Defeat:
Combat 11+##
THEN
Charisma Arcane Diplomacy Divine 9+#

Roll 1d4 twice, rerolling duplicates. This monster is resistant to: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, a local character discards an ally.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


Closing Henchman: Witness:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Charisma Diplomacy Knowledge 7+#

If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.


Closing Henchman: Vampire:
Monster Story Bane 2

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.


Closing Henchmen: Cultist (Proxy A):
Monster Story Bane 1

Traits:
Cultist
Human
Veteran

To Defeat:
Combat 10+##
OR
Diplomacy 8+#

If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards


Closing Henchman: Planar Rift:
Barrier Story Bane 1

Traits:
Magic 
Obstacle 
Veteran 

To Defeat: Combat 11+## OR Arcane Divine 6+#

Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.


Danger: Zombie Minions:
Monster Story Bane 1

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.


To win, corner and defeat both villains.

Party Tracker

Scenario Level (#): 3

Turn: 16, Kyra/Iceman91

Random Cards:

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

Spoiler:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.

Spoiler:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

Spoiler:
Guardian Zombie
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.

Spoiler:
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.

Barriers
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.

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

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

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.

Spoiler:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

Weapons
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.

Spoiler:
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.

Spoiler:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

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

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.

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

Spoiler:
Toxic Cloud
CotCT
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.

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


Spoiler:
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.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


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.


Spoiler:
Lightning Bolt
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.

Armors
Spoiler:
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.

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.

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.

Spoiler:
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.

Spoiler:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Items
Spoiler:
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.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.

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.

Spoiler:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Spoiler:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

Spoiler:
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.

Allies
Spoiler:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.

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.

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

Spoiler:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

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

Blessings
Spoiler:
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

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

Spoiler:
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.

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

Spoiler:
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.

Hour Power: When you would discard an ally, recharge it instead.

Current Hour:

The Publican:
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 1 Erasmus/AAUGHWHY
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 2 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Radovan/Matsu_Kurisu
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 3 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 3 Reiko/Cthonicthul
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 4 Kyra/Iceman91:
Spoiler:
Hourglass Card 4 Kyra/Iceman91
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 5 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 5 Erasmus/AAUGHWHY
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Radovan/Matsu_Kurisu
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 7 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 7 Reiko/Cthonicthul
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 8 Kyra/Iceman91:
Spoiler:
Hourglass Card 8 Kyra/Iceman91
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.
Hourglass Card 9 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 9 Erasmus/AAUGHWHY
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.
Hourglass Card 10 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Radovan/Matsu_Kurisu
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 11 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 11 Reiko/Cthonicthul
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.
Hourglass Card 12 Kyra/Iceman91:
Spoiler:
Hourglass Card 12 Kyra/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 13 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 13 Erasmus/AAUGHWHY
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.

Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Reiko, Kyra, Erasmus, Radovan, Planar Rift, Villain V1

Castle Card 1:
Planar Rift
Core
Story Bane 1
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.
Castle Card 2:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Off-turn: move to Castle

Kyra's turn
Hour of The Publican
When you would discard an ally, recharge it instead.

Examine and reload the Planar Rift.
Give Iomedae's Justice to Erasmus.

Explore #1: Planar Rift

Spoiler:
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.

BA: Reiko summons and evades the Zombie Minions

CtD: Cast Divine Insight
Divine 6+3+1=10: 1d10 + 4 + 2d6 ⇒ (4) + 4 + (6, 1) = 15 Success - Displayed

Discard Recharge Leech to explore #2: Azuretzi

Spoiler:
Monster Story Bane 1
Traits:
Outsider
Protean
Veteran

To Defeat:
Combat 11+##
THEN
Charisma Arcane Diplomacy Divine 9+#

Roll 1d4 twice, rerolling duplicates. This monster is resistant to: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, a local character discards an ally.
On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.


Resistances: 3d4 ⇒ (2, 2, 3) = 7 Cold and Electricity

BA: Discard The Empty Throne to ignore

CtD 1: No reason not to use Reiko's ready-to-go combat (plus Kyra turns outsider, and Erasmus recharges the Giant Slug)
Combat 11+3+3=17: 1d10 + 3 + 3 + 1d8 + 1 + 1d6 + 1d10 + 1d4 + 1d4 ⇒ (7) + 3 + 3 + (4) + 1 + (3) + (6) + (1) + (1) = 29
Combat 17 Reroll: 1d10 + 3 + 3 + 4 + 1 + 3 + 6 + 1 + 1d4 ⇒ (9) + 3 + 3 + 4 + 1 + 3 + 6 + 1 + (1) = 31 Success

CtD 2: Kyra turns outsider, Erasmus discards Iomedae's Justice
Divine 9+3=12: 1d10 + 4 + 1d4 + 1d12 ⇒ (9) + 4 + (4) + (11) = 28 Success

---

Discovering the rift linking the proteans to their home plane, the group combines forces to drive this one through. Vellumis is safe from their interference... for now.


Not only have you discovered and defeated both proteans, but you’ve learned that Rippling-Sapphire-Crown sent them through a portal in a concealed courtyard in the city’s now abandoned wealthy district. Creeping closer, you spy a woodland beyond the yawning portal. That doesn’t look like the churning, extraplanar Maelstrom—it looks like a mundane old-growth forest. Before you can figure out where the portal goes, you feel a strange tugging and are hurled into and through the portal. It seems you’re about to get a firsthand look.

REWARD
Each character chooses a type of boon, then adds a level 3 boon of that type.
If the Planar Rift was displayed, then for the rest of the adventure, when a power on a Protean monster would cause you to reroll, you may ignore that effect.
Pathfinder Adventure Card Society characters may choose a bonus deck upgrade.

HERO POINT
Each character earns a Hero Point.
Radovan may spend it on a Card feat.
Reiko may spend it on a Card feat.
Kyra may spend it on a Skill or Card feat.

ACQUIRED CARDS

  • Giant Slug (Ally 1)
  • Leech (Ally 1)

  • Voidglass Armor (Armor 3)
  • Helm of the Valkyrie (Armor 2)

  • The Prince of Pain (Blessing 3)
  • Lady Despair (Blessing 3)
  • Iomedae's Justice (Blessing 1)

  • Invisibility (Spell 1)
  • Locate Object (Spell 1)

  • Seeking Longbow (Weapon 3)
  • Cruel Longsword (Weapon 1)
  • Elven Curve Blade (Weapon 1)


Scenario C: Return to the Fangwood
The forest around you is the Fangwood, a dense and dangerous woodland in the nation of Nirmathas. You remember this forest from early in your adventuring career, when large band of kobolds menaced a forest town called Oakheart, and you put a stop to the little reptilian troublemakers. The town was saved. But… is that truly what happened? Two histories war in your mind. In one, you were the heroes of Oakheart. In the other, no one came to save the town. When kobolds seemed about to overwhelm Oakheart, a village witch attempted to summon extraplanar aid far beyond her ability. Something went very, very wrong. Oakheart and all the kobolds were obliterated, shunted into some unknown plane and never seen again.

Your recent experiences, and the fact that you’ve been brought back to this event, makes the mystery suddenly clear. The “extraplanar aid” must have been Rippling-Sapphire-Crown. The protean is trying to rewrite the reality of your existence, changing things at touchpoints in the past where your fate intersected with the fates of the invading proteans to guarantee their invasion. They tried to catch you in Kaer Maga, then Vellumis, and last—or perhaps first—here in the Fangwood.

You must find and stop this protean leader. You’ll have to look around Oakheart and its environs to find out more. But something is wrong with your eyesight. Your field of vision is too wide, and you see deeper into the shadows beneath the trees than you ever have before. Your claws are shorter than you remember—wait, you don’t have claws. Do you? Of course you do; you’re a kobold, and you’re part of the band attacking Oakheart. Your mind and your equipment remains your own, mostly, although you’ve got a lot more trapmaking gear than you remember.

First things first. You’ve got to convince the leader of the kobold band—your leader—to stop the pending attack. Terrible things come of it, and you know it from your crested head to the tips of your clawed feet.

DURING THIS SCENARIO
Add the Onslaughts wildcard Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

Replace your race trait with Kobold.

Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.

When you defeat a barrier, you may mark your location; this marker is referred to as a "trap." While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.

When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftain (Proxy B) into it. All Proxy A cards are now the closing henchman Planar Rift.


During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
Replace your race trait with Kobold.
Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.
When you defeat a barrier, you may mark your location; this marker is referred to as a "trap." While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftain (Proxy B) into it. All Proxy A cards are now the closing henchman Planar Rift.

Additional Rules: Story Banes:
Villain: None

Closing Henchman: Kobold Sorcerer:
Monster Story Bane 1

Traits:
Kobold
Sorcerer
Veteran

To Defeat:
Combat 10+##

Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.


Closing Henchman: Kobold Champions (Proxy A):
Monster Story Bane 1

Traits:
Kobold
Veteran

To Defeat:
Combat 10+##

Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.


Danger: Drake:
Monster Story Bane 1

Traits:
Dragon
Veteran

To Defeat:
Combat 10+##
THEN
Combat 11+#

Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.


Danger: Inferno Trap:
Barrier Story Bane 1

Traits:
Fire
Trap
Veteran

To Defeat:
Dexterity Acrobatics Perception 8+#
OR
Craft Disable 6+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.


Danger: Poison Dart Trap:
Barrier Story Bane 1

Traits:
Poison
Trap

To Defeat:
Dexterity Acrobatics 9
OR
Disable 7

If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

Party Tracker

Scenario Level (#): 3

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:

Location #3: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Location #4: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Location #5: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Start at Glade

Kyra wrote:

Hand: Giantbane Greataxe, Embiggen, Deathgrip, Holy Symbol, Bodyguard, Urgathoa's Gluttony,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
Used Accessory Reroll: N
NOTES:
Available Support: Embiggen, Bodyguard, and Gluttony are available
Movement: River, Swamp
Other: Local characters get d4 and Magic on all checks against Undead, Outsider, and Summoned banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Healing Light, Noble, The Empty Throne, Soothing Word, Earthbreaker, Our Lord in Iron, Divine Insight, Divine Fortune, Mist Horn (Core), The Paladin, Restorative Touch, Magic Chain Mail
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Perception: Wis +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine, □ Weapon
POWERS:
On a local check against an Outsider or Undead (☑ or summoned) bane, add 1d4 (□ 1d6) (□ 1d8) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Starting Location: Glade
Favored Card: Weapon

Display Spirit Relatives and Mark Nissa

"

Erasmus wrote:

Hand: The Missing Eye, Leech (Core), Sign of the Pack, Starknife +2, Mist Horn (Core),

Displayed: Spirit Relatives (have a role card),
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Pack: Discard to bless, recharge vs Blessing
(Signs can copy other signs in my hand)

Starknife: freely recharge for +1d4 to local combat
Mist Horn: Display next to a location. While displayed, when a character at this location suffers damage, reduce it by 2
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Midwife, Restorative Touch, Magic Mithral Chain Mail, Sign of the Stranger, Zellara's Harrow Deck, Sign of the Rider, Mind Thrust, Sign of the Pack 2, Djinn, Planchette, Locate Object (Core), Fate Reader Lenses, Sign of the Lantern Bearer
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Radovan/Matsu Kurisu - C: Return to the Fangwood

Card Upgrade
- Shadowless Sword AD3, replacing Double Chicken Saber +1
Venomous Dagger +2, Hym out

Starting Location
= #4: Glade

Scenario effect
= N/a

Radovan wrote:

Hand: Shadowless Sword, Red Leathers, Grogul, Blessing of Kofusachi, Compass, Stormrune Knife,

Displayed: Quang[ ], Fell Viridio[ ], Norge[ ], , , ,
Deck: 11 Discard: 0 Buried: 0
Notes: Any support available.

Skills and Powers:
SKILLS

Strength d8 +0
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2

Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."


Deck Handler

Reiko sees her other three newly-kobold companions head into a large glade to find their leader and call off the attack, but she's always done her best work alone. She secures her gear to the unfamiliar contours of her new body and heads deeper into the Forest.

Reiko wrote:

Hand: Delve, Venomous Fighting Fan +1, Defending Sansetsukon +1, Blessing of Norgorber, Stormrune Knife,

Displayed:
Deck: 12 Discard: 0 Buried: 0
"Current Location: Forest
Hero Points Available/Used: 0 / 3"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for C: Return to the Fangwood?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role Card: Saboteur
Favored Card: card that has the Poison trait or weapon
Hand Size: 5 ☐ 6
Proficiencies:
[]Light Armor, Weapons
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. (☐ Then you may either examine the top card of your location deck or move.)


During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
Replace your race trait with Kobold.
Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.
When you defeat a barrier, you may mark your location; this marker is referred to as a "trap." While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftain (Proxy B) into it. All Proxy A cards are now the closing henchman Planar Rift.

Additional Rules: Story Banes:
Villain: None

Closing Henchman: Kobold Sorcerer:
Monster Story Bane 1

Traits:
Kobold
Sorcerer
Veteran

To Defeat:
Combat 10+##

Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.


Closing Henchman: Kobold Champions (Proxy A):
Monster Story Bane 1

Traits:
Kobold
Veteran

To Defeat:
Combat 10+##

Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.


Danger: Drake:
Monster Story Bane 1

Traits:
Dragon
Veteran

To Defeat:
Combat 10+##
THEN
Combat 11+#

Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.


Danger: Inferno Trap:
Barrier Story Bane 1

Traits:
Fire
Trap
Veteran

To Defeat:
Dexterity Acrobatics Perception 8+#
OR
Craft Disable 6+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.


Danger: Poison Dart Trap:
Barrier Story Bane 1

Traits:
Poison
Trap

To Defeat:
Dexterity Acrobatics 9
OR
Disable 7

If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

Party Tracker

Scenario Level (#): 3

Turn: 1, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Spectre
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.

Spoiler:
Attic Whisperer
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.

Spoiler:
Wood Golem
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

Spoiler:
Dire Lion
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.

Spoiler:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.

Barriers
Spoiler:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

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

Spoiler:
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.

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

Weapons
Spoiler:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
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.

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.

Spoiler:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Quarterstaff of Vaulting
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
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.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


Spoiler:
Commune
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.

Spoiler:
Wall of Light
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

Spoiler:
Ice Strike
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

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


Spoiler:
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.

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


Armors
Spoiler:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Magic Hide Armor
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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.

Spoiler:
Spiked Half-plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

Spoiler:
Magic Chain Shirt
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.

Items
Spoiler:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Spoiler:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


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

Spoiler:
Persona Mask
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

Spoiler:
Red Mantis Mask
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

Allies
Spoiler:
Sable Company Marine
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.

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.

Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

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

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

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

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

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

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.

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

Hour Power: When a character moves on their turn, each other local character may move with them.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Radovan/Matsu_Kurisu
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 2 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 2 Reiko/Cthonicthul
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 3 Kyra/Iceman91:
Spoiler:
Hourglass Card 3 Kyra/Iceman91
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 4 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 4 Erasmus/AAUGHWHY
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 5 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 Radovan/Matsu_Kurisu
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 6 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 6 Reiko/Cthonicthul
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 7 Kyra/Iceman91:
Spoiler:
Hourglass Card 7 Kyra/Iceman91
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 8 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 8 Erasmus/AAUGHWHY
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 9 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 Radovan/Matsu_Kurisu
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 10 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 10 Reiko/Cthonicthul
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 11 Kyra/Iceman91:
Spoiler:
Hourglass Card 11 Kyra/Iceman91
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.
Hourglass Card 12 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 12 Erasmus/AAUGHWHY
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 13 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Radovan/Matsu_Kurisu
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 14 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 14 Reiko/Cthonicthul
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 15 Kyra/Iceman91:
Spoiler:
Hourglass Card 15 Kyra/Iceman91
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 16 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 16 Erasmus/AAUGHWHY
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 17 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 17 Radovan/Matsu_Kurisu
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 18 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 18 Reiko/Cthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 19 Kyra/Iceman91:
Spoiler:
Hourglass Card 19 Kyra/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 20 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 20 Erasmus/AAUGHWHY
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 21 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 21 Radovan/Matsu_Kurisu
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 22 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 22 Reiko/Cthonicthul
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 23 Kyra/Iceman91:
Spoiler:
Hourglass Card 23 Kyra/Iceman91
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 24 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 24 Erasmus/AAUGHWHY
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.
Hourglass Card 25 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 25 Radovan/Matsu_Kurisu
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hourglass Card 26 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 26 Reiko/Cthonicthul
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 27 Kyra/Iceman91:
Spoiler:
Hourglass Card 27 Kyra/Iceman91
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 28 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 28 Erasmus/AAUGHWHY
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 29 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 29 Radovan/Matsu_Kurisu
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.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Caves Card 1:
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.
Caves Card 2:
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.
Caves Card 3:
Glorious Warhammer
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Caves 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.
Caves Card 5:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Caves Card 6:
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.
Caves Card 7:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Caves Card 8:
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.

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:
Farm Card 1:
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.
Farm Card 2:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.

DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Farm Card 3:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Farm Card 4:
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.
Farm Card 5:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Farm Card 6:
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.
Farm 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.
Farm Card 8:
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.

Location #3: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko
Forest Card 1:
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.
Forest Card 2:
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.
Forest Card 3:
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Forest Card 4:
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.
Forest Card 5:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Forest Card 6:
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.

Forest Card 7:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Forest Card 8:
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.

Location #4: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Erasmus, Kyra, Radovan
Glade Card 1:
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Glade Card 2:
Symbol of Sleep
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Glade Card 3:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Glade Card 4:
Fly
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Glade Card 5:
Drowning Mud
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Glade Card 6:
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.
Glade Card 7:
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.
Glade Card 8:
Crow
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Location #5: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Swamp Card 1:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Swamp Card 2:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Swamp Card 3:
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.
Swamp Card 4:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Swamp Card 5:
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.
Swamp Card 6:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Swamp Card 7:
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.
Swamp Card 8:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
River Card 1:
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.
River Card 2:
Archer's Kite Shield
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
River Card 3:
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.
River Card 4:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
River Card 5:
Kobold Sorcerer
Core
Story Bane 1
Type: Monster
Traits:
Kobold
Sorcerer
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.
River Card 6:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
River Card 7:
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.
River Card 8:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is the Cricket: When a character moves on their turn, each other local character may move with them.

Erasmus draws a card from his harrow deck, checking to see if they've changed again. He draws Card 1: The Inquisitor. Recharge Sign of the Pack to bless

INT 7: 2d8 ⇒ (3, 3) = 6

But the card begins to morph before his eyes... Discard Leech to explore again. Encounter Symbol of Sleep, summon the Danger instead

Random Danger: 1d3 ⇒ 1 Danger 1: Drake

Just as the image is about the become clearer, a Drake slams into the ground before him and roars! The cards will have to wait!

Random Energy: 1d4 ⇒ 2 Cold

Kyra and Radovan need to make DEX/Acrobatics 8 checks or take 1d4 damage

DEX 8: 1d8 + 1d4 ⇒ (4) + (1) = 5
Cold Damage: 1d4 ⇒ 3 Display Mist Horn to reduce damage by 2. Discard Starknife as the last damage

For the combat, Reveal the Missing Eye for Melee+1d8+1

Combat 16: 2d6 + 1d8 + 1d4 + 5 ⇒ (6, 6) + (2) + (4) + 5 = 23
Combat 14: 2d6 + 1d8 + 1d4 + 5 ⇒ (5, 4) + (8) + (3) + 5 = 25

Erasmus takes out the drake and turns his attention back to the card. It looks perfectly normal now...

"

Erasmus wrote:

Hand: The Missing Eye, The Midwife, Zellara's Harrow Deck, Sign of the Rider,

Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Rider: Discard to Bless
(Signs can copy other signs in my hand)

The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Djinn, Locate Object (Core), Fate Reader Lenses, Planchette, Sign of the Pack 2, Mind Thrust, Restorative Touch, Sign of the Lantern Bearer, Sign of the Stranger
Recharged: Sign of the Pack,
Discard Pile: Leech (Core), Starknife +2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Damage at Glade is reduced by 2. Display Mithral Chain Mail


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Kyra summons up a holy shield to deflect the Drake's breath.
Dex 8: 1d4 + 1d4 ⇒ (4) + (1) = 5 But fails to do so quick enough.
1d4 ⇒ 3 cold damage, recharge Guard to reduce the 1 point left after mist horn
Thankfully, her trusty ally has her back - as always.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn order - Radovan, Reiko/Cthonicthul, Kyra/Iceman91, Erasmus/AAUGHWHY

Out of turn updates
Quang display Monster (M1: Spectre, Monster 2) from Kyra taking Damage from Drake
Acrobatics 1d8+2+2, reveal Red Leathers +2, reveal Shadowless Sword vs summon +1d8
Drake BYA Acrobatics 8: 1d8 + 2 + 2 + 2 + 1d8 ⇒ (6) + 2 + 2 + 2 + (2) = 14 Success

Hour: 1 Radovan/Matsu_Kurisu: The Avalanche
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

Current Location = #4: Glade

Give card = No
Move = No
At this location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original

Free explore = 3: Cave Bear, Monster 1: Combat 17(11+3+3)

Spoiler:
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

Reveal Stormrune Knife 1d8+2+1d4+2, Radovan 1HD +1d4, Fell Viridio(Poison) +2, Norge(Fire) +1
BYA Combat 12: 1d8 + 2 + 1d4 + 2 + 1d4 + 2 + 1 ⇒ (3) + 2 + (3) + 2 + (3) + 2 + 1 = 16 Success

Recharge Stormrune Knife(Stormrune Knife,Shadowless Sword,Red Leathers) 1d8+2+1d4+2+3d4, Radovan 1HD +1d4, Fell Viridio(Poison) +2, Norge(Fire) +1
Combat 17: 1d8 + 2 + 1d4 + 2 + 3d4 + 1d4 + 2 + 1 ⇒ (5) + 2 + (1) + 2 + (1, 4, 1) + (1) + 2 + 1 = 20 Success

Discard Compass explore = 4: Fly, Spell 2: Wisdom 8

Spoiler:
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

1d6 says Nope! Banished

Discard Grogul explore = 5: Drowning Mud, Barrier 1: Fortitude 8

Spoiler:
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

Fortitude 1d8+2, Quang(AD2) +1d6+2
Fortitude 8: 1d8 + 2 + 1d6 + 2 ⇒ (7) + 2 + (2) + 2 = 13 Banished. Display Trap Token

End of Turn
Discard
Draw up Vreva Jhafae, Venomous Dagger +2, Burglar's Buckler

Summary
Location = #4: Glade
Acquired =
Banished = 3: Cave Bear, 4: Fly, 5: Drowning Mud
Examined =
Displayed = Display Trap Token = 1

Location =
Acquired =
Banished =

Examined =

From Box: M1: Spectre

Displayed =

Give: =

Used =

Other =

Radovan wrote:

Hand: Shadowless Sword, Red Leathers, Burglar's Buckler, Blessing of Kofusachi, Vreva Jhafae, Venomous Dagger +2,

Displayed: Quang[ ], Fell Viridio[ ], Norge[ ], , , ,
Deck: 9 Discard: 2 Buried: 0
Notes: Any support available.

Skills and Powers:
SKILLS

Strength d8 +0
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2

Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."


Deck Handler

Turn 3: Reiko/The Twin

Explore Forest Card #1: Henchman Proxy A5 (Kobold Champion)

Kobold Champion:

Monster Story Bane 1
Traits:
Kobold
Veteran

To Defeat:
Combat 10+##

Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.


Intelligence 7 for BA, discarding Blessing of Norgorber because the damage would make it impossible to take on the Danger: 1d6 + 1d6 ⇒ (6) + (3) = 9 NICE! Success; no damage
Combat 16 to defeat Kobold Champion, recharging Venomous Fighting Fan +1 to use Acrobatics plus 1d4 plus 1 plus 1d12 plus the Poison trait: 1d10 + 3 + 3 + 1d4 + 1 + 1d12 ⇒ (6) + 3 + 3 + (2) + 1 + (11) = 26 Defeated and banished

Encounter the Danger to close the Forest: Drake

Drake:

Monster Story Bane 1
Traits:
Dragon
Veteran

To Defeat:
Combat 10+##
THEN
Combat 11+#

Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.


Oof, this girl is tough.
Drake trait: 1d4 ⇒ 3 Electricity
Acrobatics 8 for Drake BA: 1d10 + 3 + 3 ⇒ (2) + 3 + 3 = 8 Squeaked by; no damage
Combat 16 for first check to defeat Drake, revealing Defending Sansetsukon +1 to use Acrobatics plus 1d6 plus 1 and recharging Delve to add Charisma skill and the Poison trait as per character power: 1d10 + 3 + 3 + 1d6 + 1 + 1d8 ⇒ (3) + 3 + 3 + (3) + 1 + (3) = 16 Oh, wow, this is a close fight; Success; on to second check
Combat 17 for second check to defeat Drake, revealing Defending Sansetsukon +1 to use Acrobatics plus 1d6 plus 1 and recharging Stormrune Knife to add Charisma skill and the Poison trait as per character power: 1d10 + 3 + 3 + 1d6 + 1 + 1d8 ⇒ (3) + 3 + 3 + (3) + 1 + (3) = 16 Failure; Eek! This seems like a good time to use my shirt reroll
Shirt reroll of the d10: 1d10 ⇒ 2 Ha! A worse failure. In for a penny, in for a pound; use Hero Point to reroll the whole thing
Hero Point reroll of Combat 17 for second check to defeat Drake, revealing Defending Sansetsukon +1 to use Acrobatics plus 1d6 plus 1 and recharging Stormrune Knife to add Charisma skill and the Poison trait as per character power: 1d10 + 3 + 3 + 1d6 + 1 + 1d8 ⇒ (7) + 3 + 3 + (4) + 1 + (2) = 20 That was epic. Success; Drake defeated and Forest closed. For the record, this leaves two Hero points left. I actually have a con boon that allows for an automatic location closure, but where is the fun in that? That said, if I have to fight that Drake again, I may very well go that route.

Move to Cave at close.

Reiko moves silently through the trees, carefully avoiding the dappled sunlight. The only sounds that a passing wanderer might have heard were the incessant buzz of the cicadas and the far-off cry of a curlew. Reiko moves more slowly than usual, hampered by the unfamiliar contours of her new kobold body. She'd encountered kobolds before, so she is surprised to realize that their usual foul rotten egg reek is actually rather pleasant from within this new form.

Suddenly, Reiko is aware of an odd silence of the insects directly about her. The ninja ties her olive-colored garments tightly with her stained brown tenugui and palms her fighting fan, assuming the worst.

Ninja attire:

From Wikipedia: While the image of a ninja clad in black garb (shinobi shōzoku) is prevalent in popular media, there is no written evidence for such attire. Instead, it was much more common for the ninja to be disguised as civilians. The popular notion of black clothing is likely rooted in artistic convention; early drawings of ninja showed them dressed in black in order to portray a sense of invisibility. This convention was an idea borrowed from the puppet handlers of bunraku theater, who dressed in total black in an effort to simulate props moving independently of their controls. Despite the lack of hard evidence, it has been put forward by some authorities that black robes, perhaps slightly tainted with red to hide bloodstains, was indeed the sensible garment of choice for infiltration.

She has no mastery of traps, but knowing kobolds' propensity of them, she scans the forest floor cautiously. She sees the tripwire inches before her foot grazes it and catches herself just in time. There is a howl from behind a large tree, and the largest kobold she has ever seems charges towards her. The ribald yellow and red paint on his face is interrupted by several long scars, and an obscene tattoo is emblazoned on his chest. Kobold body or no, Reiko is still a ninja, and she deftly launches herself at the tree behind her, running up the side for several feet before pushing off to launch herself, upside down, over and behind the champion. As she flies over him, her fighting fan takes his head off, as if the weapon had a will of its own.

Reiko lands with a gentle pirouette and surveys the body of her assailant. What was he doing, attacking another kobold? She kneels over his lifeless form and begins wiping the blood from her fighting fan on his pungent loincloth. Almost right away, a hot wind blows through the branches above her. Reiko looks up to see a rusty-orange drake bearing down on her from above the trees! She might have been silent, but the infernal howl of the kobold champion must have drawn it. The ninja runs up the side of the large tree that the kobold had hidden behind to lessen the height advantage of her new opponent. She draws her sansetsukon, having foolishly forgotten her fighting fan in the leaves beside the kobold corpse. A roar of crackling electricity shoots in an impossible spiral from the drake's mouth; only reflexes honed over years of study keep Reiko from certain death. She leaps and lands on a different branch and swipes at the drake as it passes, missing her by only a foot's distance. She notes with satisfaction that she has opened a large gash in the serpent's haunch as it turns for another pass, clearly enraged.

The drake bears down upon Reiko with terrible speed, and Reiko's legs make her choice for her. She finds herself flying through the air toward the drake, landing in a run on its scaly back. She drives her sansetsukon into the drake's hide as she goes, only too aware that she only has a moment before she will be hurtling through the air toward the hard earth. The drake shakes her off, and she goes flying. Reiko crashes through branch after branch on her way to the ground, finally landing with a painful crash.

Groaning, Reiko realizes that she's dropped all her weapons and reaches into her pockets for a handful of shuriken. Perhaps a lucky shot with take an eye out before I die, she thinks ruefully. But she looks up to see the miracle of the drake flying away from her, apparently deterred from the damage she has wrought. She sits still for a moment, breathing the delicious air and feeling for broken bones.

Finding none, the ninja rises unsteadily and moves about the area, collecting all of her dropped gear. Before the drake had disappeared from view, Reiko had seen it heading toward a cave that rose above the forest on a small hill, not too far from where she stood. She decides that there is no time like the present, and regretfully starts limping toward the cave to finish what has been begun.

Reset hand and end turn.

Reiko wrote:

Hand: Defending Sansetsukon +1, Gem of Physical Prowess, Sacred Candle, Blessing of Abadar, Compass,

Displayed:
Deck: 11 Discard: 1 Buried: 0
"Current Location: Cave
Hero Points Available: 2"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for C: Return to the Fangwood?: Y"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role Card: Saboteur
Favored Card: card that has the Poison trait or weapon
Hand Size: 5 ☐ 6
Proficiencies:
[]Light Armor, Weapons
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. (☐ Then you may either examine the top card of your location deck or move.)


Deck Handler

Ha! Serves me right. Need to actually roll for the Danger.
Danger: 1d3 ⇒ 2 Inferno Trap

So, none of the above actually happened.

Inferno Trap:

Barrier Story Bane 1
Traits:
Fire
Trap
Veteran

To Defeat:
Dexterity Acrobatics Perception 8+#
OR
Craft Disable 6+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.


Discard [b}Delve[/B][ for BA Fire damage
Acrobatics 11 to defeat Inferno Trap, recharging Stormrune Knife to add Charisma skill as per character power: 1d10 + 3 + 3 + 1d8 ⇒ (3) + 3 + 3 + (3) = 12 Success; defeated and location closed

Still move to Cave at close, and then reset hand and end turn. Repaired hand:

Reiko wrote:

Hand: Defending Sansetsukon +1, Blessing of Norgorber, Gem of Physical Prowess, Sacred Candle, Blessing of Abadar,

Displayed:
Deck: 11 Discard: 1 Buried: 0
"Current Location: Cave
Hero Points Available/Used: 3"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for C: Return to the Fangwood?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role Card: Saboteur
Favored Card: card that has the Poison trait or weapon
Hand Size: 5 ☐ 6
Proficiencies:
[]Light Armor, Weapons
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. (☐ Then you may either examine the top card of your location deck or move.)


During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
Replace your race trait with Kobold.
Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.
When you defeat a barrier, you may mark your location; this marker is referred to as a "trap." While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftain (Proxy B) into it. All Proxy A cards are now the closing henchman Planar Rift.

Additional Rules: Story Banes:
Villain: None

Closing Henchman: Kobold Sorcerer:
Monster Story Bane 1

Traits:
Kobold
Sorcerer
Veteran

To Defeat:
Combat 10+##

Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.


Closing Henchman: Kobold Champions (Proxy A):
Monster Story Bane 1

Traits:
Kobold
Veteran

To Defeat:
Combat 10+##

Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.


Danger 1d3=1: Drake:
Monster Story Bane 1

Traits:
Dragon
Veteran

To Defeat:
Combat 10+##
THEN
Combat 11+#

Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.


Danger 1d3=2: Inferno Trap:
Barrier Story Bane 1

Traits:
Fire
Trap
Veteran

To Defeat:
Dexterity Acrobatics Perception 8+#
OR
Craft Disable 6+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.


Danger 1d3=3: Poison Dart Trap:
Barrier Story Bane 1

Traits:
Poison
Trap

To Defeat:
Dexterity Acrobatics 9
OR
Disable 7

If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

Party Tracker

Scenario Level (#): 3

Turn: 4, Kyra/Iceman91

Random Cards:

Monsters
Spoiler:
Brain Ooze
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

Spoiler:
Guardian Zombie
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.

Spoiler:
Quivering Cube
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

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

Spoiler:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.

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

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

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

Spoiler:
Ill Tidings
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

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

Weapons
Spoiler:
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.

Spoiler:
Cold Iron Greatsword
CotCT
Weapon 1
Traits:
2-Handed
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
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.

Spoiler:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

Spoiler:
Fly
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

Spoiler:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.

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


Spoiler:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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


Spoiler:
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.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


Armors
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.

Spoiler:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Magic Hide Armor
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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

Spoiler:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

Items
Spoiler:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

Spoiler:
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.

Spoiler:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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

Spoiler:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

Allies
Spoiler:
Naval Hero
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

Spoiler:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

Spoiler:
Priest of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

Spoiler:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

Spoiler:
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.

Blessings
Spoiler:
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

Spoiler:
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Spoiler:
The First
Core
Blessing 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.

Spoiler:
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

Spoiler:
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.

Hour Power: When you would discard an ally, recharge it instead.

Current Hour:

The Publican:
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 1 Erasmus/AAUGHWHY
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 2 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Radovan/Matsu_Kurisu
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 3 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 3 Reiko/Cthonicthul
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 4 Kyra/Iceman91:
Spoiler:
Hourglass Card 4 Kyra/Iceman91
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 5 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 5 Erasmus/AAUGHWHY
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Radovan/Matsu_Kurisu
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 7 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 7 Reiko/Cthonicthul
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 8 Kyra/Iceman91:
Spoiler:
Hourglass Card 8 Kyra/Iceman91
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.
Hourglass Card 9 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 9 Erasmus/AAUGHWHY
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 10 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Radovan/Matsu_Kurisu
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 11 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 11 Reiko/Cthonicthul
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 12 Kyra/Iceman91:
Spoiler:
Hourglass Card 12 Kyra/Iceman91
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 13 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 13 Erasmus/AAUGHWHY
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 14 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Radovan/Matsu_Kurisu
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 15 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 15 Reiko/Cthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 16 Kyra/Iceman91:
Spoiler:
Hourglass Card 16 Kyra/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 17 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 17 Erasmus/AAUGHWHY
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 18 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Radovan/Matsu_Kurisu
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 19 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 19 Reiko/Cthonicthul
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 20 Kyra/Iceman91:
Spoiler:
Hourglass Card 20 Kyra/Iceman91
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 21 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 21 Erasmus/AAUGHWHY
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.
Hourglass Card 22 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 Radovan/Matsu_Kurisu
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hourglass Card 23 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 23 Reiko/Cthonicthul
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 24 Kyra/Iceman91:
Spoiler:
Hourglass Card 24 Kyra/Iceman91
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 25 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 25 Erasmus/AAUGHWHY
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 26 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 26 Radovan/Matsu_Kurisu
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.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko

Caves Card 1:
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.
Caves Card 2:
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.
Caves Card 3:
Glorious Warhammer
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Caves 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.
Caves Card 5:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Caves Card 6:
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.
Caves Card 7:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Caves Card 8:
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.

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:
Farm Card 1:
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.
Farm Card 2:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.

DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Farm Card 3:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Farm Card 4:
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.
Farm Card 5:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Farm Card 6:
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.
Farm 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.
Farm Card 8:
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.

Location #4: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: 1 Trap token, Erasmus, Kyra, Radovan
Glade 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.
Glade Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Glade Card 3:
Crow
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

Location #5: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Swamp Card 1:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Swamp Card 2:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Swamp Card 3:
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.
Swamp Card 4:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Swamp Card 5:
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.
Swamp Card 6:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Swamp Card 7:
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.
Swamp Card 8:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
River Card 1:
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.
River Card 2:
Archer's Kite Shield
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
River Card 3:
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.
River Card 4:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
River Card 5:
Kobold Sorcerer
Core
Story Bane 1
Type: Monster
Traits:
Kobold
Sorcerer
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.
River Card 6:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
River Card 7:
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.
River Card 8:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Off-turn: no further activity

Kyra's turn
Hour of The Publican
When you would discard an ally, recharge it instead.

Free explore of Glade #1: Dire Crocodile 1d3 ⇒ 2 Inferno Trap

Spoiler:
Barrier Story Bane 1
Traits:
Fire
Trap
Veteran

To Defeat:
Dexterity Acrobatics Perception 8+#
OR
Craft Disable 6+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.


BA: Mist Horn is still displayed - everyone is safe, and Radovan gets more monsters (Brain Ooze and Guardian Zombie, I think - both level 2)

CtD: Cast Embiggen, turn summon
Perception 8+3=11: 1d12 + 3 + 1d8 ⇒ (10) + 3 + (4) = 17 Success
Add another trap marker

Discard Urgathoa's Gluttony to explore Glade #2: Kobold Champions (Proxy A)

Spoiler:
Monster Story Bane 1
Traits:
Kobold
Veteran

To Defeat:
Combat 10+##

Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.


BA: with Mist Horn here, gonna risk it...
Perception 4+3=7: 1d12 + 3 ⇒ (6) + 3 = 9 No damage!

CtD: reveal Greataxe, trigger Nissa, trigger Trap, still Embiggened
Combat 10+3+3=16: 1d12 + 3 + 1d20 + 1 + 1d8 + 1d10 + 2 ⇒ (5) + 3 + (15) + 1 + (4) + (10) + 2 = 40 Success

Close location: recharge Axe, Deathgrip, and Holy Symbol
Heal Gluttony and move to River

End turn
Recharge Embiggen: Divine 10: 1d12 + 4 ⇒ (9) + 4 = 13

---

Looking up briefly as the dragon makes another slow pass over the area, but miraculously does not land, Kyra shakes her head to clear her vision. For a moment, she thought she saw a huge crocodile climbing from the water, and had cast an enlargement spell on herself in response. But now, the crocodile is nowhere to be found, and instead she finds herself looking down (way down) at the tripwire of one of the kobold's many traps.
It lets out a burp of fire - Ugh, brimstone. Where'd they get brimstone out here? - that fails to even blacken her boots. Peering at the device from above, she can see precisely where to cut to disable the whole thing.

Striding forward with her companions again, she is nonplused when one of the tribe's champions puts himself in her path. She cleaves him in half with her gigantic axe with barely a thought.
Se is hit by a twinge of remorse before his body even hits the ground and decides that maybe a nonviolent path might be better. As the group leaves the glade and comes upon the river that runs the rest of the way to the village, she puts her weapon and her combat spell aside in favor of focusing on her prayers and healing.

Kyra wrote:

Hand: Restorative Touch, The Empty Throne, The Healing Light, Urgathoa's Gluttony, Our Lord in Iron,

Displayed: Magic Chain Mail,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
Used Accessory Reroll: N
NOTES:
Available Support: Your one-stop shop for all things divine
Movement: Swamp
Other: Local characters get d4 and Magic on all checks against Undead, Outsider, and Summoned banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Noble, The Paladin, Mist Horn (Core), Giantbane Greataxe, Deathgrip, Holy Symbol, Bodyguard, Soothing Word, Divine Fortune, Divine Insight, Earthbreaker
Recharged: Embiggen,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Perception: Wis +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine, □ Weapon
POWERS:
On a local check against an Outsider or Undead (☑ or summoned) bane, add 1d4 (□ 1d6) (□ 1d8) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Out of turn updates
Quang display Monster (Brain Ooze, Monster 2) from Kyra taking Damage from Inferno Trap
Norge display Monster (Guardian Zombie, Monster 2) from Kyra's Inferno Trap doing 1 fire damage to Radovan. Reduced to 0 by Radovan power
On close, Move to River

Radovan wrote:

Hand: Shadowless Sword, Red Leathers, Burglar's Buckler, Blessing of Kofusachi, Vreva Jhafae, Venomous Dagger +2,

Displayed: Quang[AD2 ], Fell Viridio[ ], Norge[AD2 ], , , ,
Deck: 9 Discard: 2 Buried: 0
Notes: Any support available.

Skills and Powers:
SKILLS

Strength d8 +0
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2

Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."


Erasmus must move when the Glade closed, on Kyra’s turn.

During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
Replace your race trait with Kobold.
Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.
When you defeat a barrier, you may mark your location; this marker is referred to as a "trap." While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftain (Proxy B) into it. All Proxy A cards are now the closing henchman Planar Rift.

Additional Rules: Story Banes:
Villain: None

Closing Henchman: Kobold Sorcerer:
Monster Story Bane 1

Traits:
Kobold
Sorcerer
Veteran

To Defeat:
Combat 10+##

Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.


Closing Henchman: Kobold Champions (Proxy A):
Monster Story Bane 1

Traits:
Kobold
Veteran

To Defeat:
Combat 10+##

Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.


Danger 1d3=1: Drake:
Monster Story Bane 1

Traits:
Dragon
Veteran

To Defeat:
Combat 10+##
THEN
Combat 11+#

Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.


Danger 1d3=2: Inferno Trap:
Barrier Story Bane 1

Traits:
Fire
Trap
Veteran

To Defeat:
Dexterity Acrobatics Perception 8+#
OR
Craft Disable 6+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.


Danger 1d3=3: Poison Dart Trap:
Barrier Story Bane 1

Traits:
Poison
Trap

To Defeat:
Dexterity Acrobatics 9
OR
Disable 7

If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

Party Tracker

Scenario Level (#): 3

Turn: 5, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

Spoiler:
Quivering Cube
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

Spoiler:
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.

Spoiler:
Geist
CotCT
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

Barriers
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.

Spoiler:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.

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.

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

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

Weapons
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.

Spoiler:
Quarterstaff of Vaulting
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

Spoiler:
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.

Spoiler:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

Spells
Spoiler:
Mistform
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


Spoiler:
Dragon's Breath
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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


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

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.

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.


Armors
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.

Spoiler:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.

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.

Items
Spoiler:
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.

Spoiler:
Helpful Haversack
CotCT
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

Spoiler:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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.

Spoiler:
Gem of Physical Prowess
Core
Item 1
Traits:
Magic
Object
To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

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

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

Spoiler:
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.

Spoiler:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

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

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

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

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

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

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

Hour Power: When a local character fails to acquire a boon, you may bury a card to encounter it.

Current Hour:

The Wanderer:
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Radovan/Matsu_Kurisu
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 2 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 2 Reiko/Cthonicthul
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 3 Kyra/Iceman91:
Spoiler:
Hourglass Card 3 Kyra/Iceman91
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 4 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 4 Erasmus/AAUGHWHY
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 5 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 Radovan/Matsu_Kurisu
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 6 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 6 Reiko/Cthonicthul
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 7 Kyra/Iceman91:
Spoiler:
Hourglass Card 7 Kyra/Iceman91
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.
Hourglass Card 8 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 8 Erasmus/AAUGHWHY
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 9 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 Radovan/Matsu_Kurisu
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 10 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 10 Reiko/Cthonicthul
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 11 Kyra/Iceman91:
Spoiler:
Hourglass Card 11 Kyra/Iceman91
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 12 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 12 Erasmus/AAUGHWHY
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 13 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Radovan/Matsu_Kurisu
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 14 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 14 Reiko/Cthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 15 Kyra/Iceman91:
Spoiler:
Hourglass Card 15 Kyra/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 16 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 16 Erasmus/AAUGHWHY
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 17 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 17 Radovan/Matsu_Kurisu
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 18 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 18 Reiko/Cthonicthul
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 19 Kyra/Iceman91:
Spoiler:
Hourglass Card 19 Kyra/Iceman91
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 20 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 20 Erasmus/AAUGHWHY
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.
Hourglass Card 21 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 21 Radovan/Matsu_Kurisu
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hourglass Card 22 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 22 Reiko/Cthonicthul
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 23 Kyra/Iceman91:
Spoiler:
Hourglass Card 23 Kyra/Iceman91
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 24 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 24 Erasmus/AAUGHWHY
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 25 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 25 Radovan/Matsu_Kurisu
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.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko

Caves Card 1:
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.
Caves Card 2:
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.
Caves Card 3:
Glorious Warhammer
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Caves 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.
Caves Card 5:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Caves Card 6:
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.
Caves Card 7:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Caves Card 8:
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.

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here:
Farm Card 1:
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.
Farm Card 2:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.

DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Farm Card 3:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Farm Card 4:
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.
Farm Card 5:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Farm Card 6:
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.
Farm 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.
Farm Card 8:
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.

Location #5: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Swamp Card 1:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Swamp Card 2:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Swamp Card 3:
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.
Swamp Card 4:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Swamp Card 5:
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.
Swamp Card 6:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Swamp Card 7:
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.
Swamp Card 8:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kyra, Radovan
River Card 1:
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.
River Card 2:
Archer's Kite Shield
CotCT
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
River Card 3:
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.
River Card 4:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
River Card 5:
Kobold Sorcerer
Core
Story Bane 1
Type: Monster
Traits:
Kobold
Sorcerer
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.
River Card 6:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
River Card 7:
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.
River Card 8:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Kyra's turn, Move with them to River

Hour is The Wanderer: When a local character fails to acquire a boon, you may bury a card to encounter it. Skipping flavor this time

Explore River Card 1: Circlet of Mental Acuity. Auto-Fail check to acquire.

Play Zellara's Harrow Deck to examine top 3 cards of the location. Examine Archer's Kite Shield, Brawl, and Mist Horror. Put Mist Horror on top and the other 2 in whatever order Radovan wants.

Discard Sign of the Rider to explore River Card 4: Mist Horror. Reveal and Recharge The Missing Eye for Melee+1d8+1d6+4 and Cold.

Combat 14: 3d6 + 1d8 + 12 ⇒ (3, 5, 1) + (4) + 12 = 25 Defeated and actually banished with Cold

Recover Zellara's Harrow Deck Perception 12: 1d6 + 1d4 + 5 ⇒ (3) + (2) + 5 = 10

"

Erasmus wrote:

Hand: Fate Reader Lenses, Sign of the Stranger, The Midwife, Djinn, Restorative Touch,

Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Stranger: Discard to Bless, recharge vs Item
(Signs can copy other signs in my hand)

The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Fate-Reader Lenses: Reveal for +1d10 on any Perception check

DON'T use Restorative Touch unless it's an emergency. I'll pass it to Kyra on my next turn so we can recover it
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Pack 2, Locate Object (Core), Mind Thrust, Sign of the Lantern Bearer, Planchette
Recharged: Sign of the Pack, The Missing Eye,
Discard Pile: Leech (Core), Starknife +2, Sign of the Rider, Zellara's Harrow Deck,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn order - Radovan, Reiko/Cthonicthul, Kyra/Iceman91, Erasmus/AAUGHWHY

Out of turn updates
Keep order as 2: Archer's Kite Shield, 3: Brawl

Hour: 1 Radovan/Matsu_Kurisu: Blackfingers
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.

Current Location = #6: River

Give card = Blessing of Kofusachi to Kyra
Move = No
At this location: On your check, you may discard a card to reroll a die.

Free explore = 2: Archer's Kite Shield, Armor 1: Fortitude 5

Spoiler:
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 5
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Fortitude 1d8+2,
Fortitude 5: 1d8 + 2 ⇒ (4) + 2 = 6 Acquired. Displayed on Quang

Discard Vreva Jhafae, explore +1d6 on non combat checks = 3: Brawl, Barrier 1: Dexterity 7(4+3)

Spoiler:
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.

Kyra & Erasmus have to summons and encounter Brawl
Dexterity 1d8+2, Vreva Jhafae +1d6
Dexterity 7: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8 Banished. Display Trap Token

End of Turn
Discard
Draw up Old Salt, Blessing of Abadar

Summary
Location = #6: River
Acquired = 2: Archer's Kite Shield
Banished =
Examined =
Displayed = Display Trap Token #1

Location =
Acquired =
Banished =

Examined =

From Box:

Displayed =

Give: = Blessing of Kofusachi to Kyra

Used =

Other = Kyra & Erasmus have to summons and encounter Brawl

Radovan wrote:

Hand: Shadowless Sword, Red Leathers, Burglar's Buckler, Old Salt, Blessing of Abadar, Venomous Dagger +2,

Displayed: Quang[AD2,AD1 ], Fell Viridio[ ], Norge[AD2 ], , , ,
Deck: 8 Discard: 3 Buried: 1
Notes: Any support available.

Skills and Powers:
SKILLS

Strength d8 +0
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2

Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."


Deck Handler

Turn 7: Reiko/The Crows

Explore Caves Card #1: Faceless Stalker
Will fail BA check, so difficulty to defeat is increased by 2.
Combat 14 to defeat Faceless Stalker, revealing Defending Sansetsukon +1 to use Acrobatics plus 1d6 plus 1 and recharging Sacred Candle to add Charisma skill as per character power: 1d10 + 3 + 3 + 1d6 + 1 + 1d8 ⇒ (10) + 3 + 3 + (2) + 1 + (8) = 27 Deafted; banished

Discard Blessing of Norgorber to explore Caves Card #2: Mad Prophet
Intelligence 8 to defeat Mad Prophet, recharging Gem of Physical prowess to use Dexterity and discarding Blessing of Abadar to Bless twice: 1d10 + 3 + 2d10 ⇒ (9) + 3 + (3, 2) = 17 Success; banished. Draw The Crows for Mad Prophet power.

Discard The Crows to explore Caves Card #3: Glorious Warhammer. Fail to acquire;banished

The cave is dark and deep, and the thing that emerges from the shadows to kill Reiko is a horror without a face. But the ninja is not to be deterred, and she drops it to the floor of the cave with the Cut of Seven Whistles. It dies silently, but a voice about Reiko echoes with prophecies dark and dire. The ninja ignores the voices and steps over a large hammer to move deeper into the cave.

Reset hand and end turn.

Reiko wrote:

Hand: Defending Sansetsukon +1, Staff of Minor Healing, Valet, Blessing of the Quartermaster 1, Venomous Dagger +2,

Displayed:
Deck: 9 Discard: 4 Buried: 0
"Current Location: Cave
Hero Points Available/Used: 3"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for C: Return to the Fangwood?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role Card: Saboteur
Favored Card: card that has the Poison trait or weapon
Hand Size: 5 ☐ 6
Proficiencies:
[]Light Armor, Weapons
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. (☐ Then you may either examine the top card of your location deck or move.)

Recharge Staff of Minor Healing to heal a card: 1d4 ⇒ 4 The Crows


Human Cleric | Add d4 and Magic trait to local checks against Undead, Outsider, and Summoned banes| Deck Handler

Off-turn: receive Blessing from Erasmus

Summon and encounter Brawl
Trigger Nissa, channel divinity (renaming my 'turn' since 'turn summoning' sounds silly)
Melee 4+3=7: 1d8 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (4) + (1) = 15 Success

Kyra's turn
Hour of The Worldbreaker
You may banish a random blessing from your discards to explore.

Discard Blessing of Kofusachi to pull Giantbane Greataxe from deck.

Free explore of River #5: Kobold Sorcerer

Spoiler:
Story Bane 1
Type: Monster
Traits:
Kobold
Sorcerer
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.

BA: Discard Urgathoa's Gluttony - another Monster for Radovan
Reveal Greataxe, trigger Nissa, recharge Our Lord in Iron, trigger the trap

Combat 10+3+3=16: 1d8 + 3 + 1d12 + 1 + 1d4 + 1d8 + 1d6 + 1 ⇒ (2) + 3 + (3) + 1 + (1) + (8) + (2) + 1 = 21 Success - no attack trait, so reroll
Combat 10+3+3=16: 1d8 + 3 + 1d12 + 1 + 1d4 + 1d8 + 1d6 + 1 ⇒ (1) + 3 + (2) + 1 + (4) + (2) + (1) + 1 = 15 Our Lord in Iron rerolls all 1s...
Combat 10+3+3=16: 1d8 + 3 + 2 + 1 + 4 + 2 + 1d6 + 1 ⇒ (7) + 3 + 2 + 1 + 4 + 2 + (1) + 1 = 21 Success
AA: discard Empty Throne

Thicket is created!

Close location
Trigger Nissa, discard The Healing Light
Str 5+3=8: 1d8 + 1 + 1d4 + 1d8 ⇒ (2) + 1 + (4) + (1) = 8 Success
Healing Light heals Empty Throne

WPC: Give Greataxe to Erasmus
Assuming he gives Kyra the Restorative Touch

Move to ... Farm or Swamp? (as a group, safe to say)
Cast Erasmus's Restorative Touch on him for 1d4 + 1 ⇒ (4) + 1 = 5.
Cast my Restorative Touch on Radovan for 1d4 + 1 ⇒ (1) + 1 = 2.

End turn
Recharge Erasmus's Restorative Touch: Divine 10: 1d10 + 4 ⇒ (10) + 4 = 14 Success
Recharge my Restorative Touch: Divine 10: 1d10 + 4 ⇒ (4) + 4 = 8 Womp, womp

---

The more mundane creatures that prowl the river defeated, it was time for the group to face off against the tribe's sorcerer. One of the strongest kobolds around, they are still no match for the trio's combined strength.

In the distance, they catch sight of the chieftain. But for now, a short rest and a little of Sarenrae's healing.

Kyra wrote:

Hand: Earthbreaker, Divine Insight, Noble, Bodyguard, The Empty Throne, Our Lord in Iron,

Displayed: Magic Chain Mail,
Deck: 8 Discard: 4 Buried: 0
Hero Points: 3
Used Accessory Reroll: N
NOTES:
Available Support: Everything has a use, from barriers to damage to blessings
Other: Local characters get d4 and Magic on all checks against Undead, Outsider, and Summoned banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Symbol, Embiggen, Divine Fortune, Mist Horn (Core), Deathgrip, Soothing Word, The Paladin
Recharged: Restorative Touch (from Erasmus),
Discard Pile: Blessing of Kofusachi (from Radovan), Urgathoa's Gluttony, The Healing Light, Restorative Touch,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude: Con +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Perception: Wis +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1

Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine, □ Weapon
POWERS:
On a local check against an Outsider or Undead (☑ or summoned) bane, add 1d4 (□ 1d6) (□ 1d8) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.


Erasmus must summon another Brawl from Radovan’s Brawl before acting, on Radovan’s turn.
Erasmus and Radovan must move when the River closed, on Kyra’s turn.

During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
Replace your race trait with Kobold.
Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.
When you defeat a barrier, you may mark your location; this marker is referred to as a "trap." While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftain (Proxy B) into it. All Proxy A cards are now the closing henchman Planar Rift.
When you defeat the Kobold Chieftain, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown (Proxy V1) into it.

Additional Rules: Story Banes:
Villain: None

Closing Henchman: Kobold Sorcerer:
Monster Story Bane 1

Traits:
Kobold
Sorcerer
Veteran

To Defeat:
Combat 10+##

Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.


Closing Henchman: Planar Rift (Proxy A):
Barrier Story Bane 1
Traits:
Magic
Obstacle
Veteran

To Defeat: Combat 11+## OR Arcane Divine 6+#

Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.


Closing Henchman: Kobold Chieftain (Proxy B):
Monster Story
Traits:
Kobold
Veteran

To Defeat:
Combat 11+##

Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
If undefeated, suffer the scourges Dazed and Wounded.


Danger 1d3=1: Drake:
Monster Story Bane 1

Traits:
Dragon
Veteran

To Defeat:
Combat 10+##
THEN
Combat 11+#

Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.


Danger 1d3=2: Inferno Trap:
Barrier Story Bane 1

Traits:
Fire
Trap
Veteran

To Defeat:
Dexterity Acrobatics Perception 8+#
OR
Craft Disable 6+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.


Danger 1d3=3: Poison Dart Trap:
Barrier Story Bane 1

Traits:
Poison
Trap

To Defeat:
Dexterity Acrobatics 9
OR
Disable 7

If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

Party Tracker

Scenario Level (#): 3

Turn: 9, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

Spoiler:
Bogeyman
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

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

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

Spoiler:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.

Barriers
Spoiler:
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.

Spoiler:
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.

Spoiler:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

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

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.

Weapons
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.

Spoiler:
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.

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

Spoiler:
The Tall Knife
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

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

Spells
Spoiler:
Toxic Cloud
CotCT
Spell 1
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 8
Freely display. While displayed:
* On combat checks to defeat monsters, add 1d6 and the Poison trait.
* At the end of the turn, banish.

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


Spoiler:
Mistform
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


Spoiler:
Dimensional Jump
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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


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

Spoiler:
Lightning Bolt
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.

Armors
Spoiler:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Magic Chain Shirt
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

Items
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.

Spoiler:
Red Mantis Mask
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

Spoiler:
Wand of Force Missile
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


Spoiler:
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.

Spoiler:
White War Paint
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Allies
Spoiler:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Spoiler:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

Spoiler:
Sable Company Marine
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.

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

Spoiler:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

Blessings
Spoiler:
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

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

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

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

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

Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.

Current Hour:

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

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Radovan/Matsu_Kurisu
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 2 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 2 Reiko/Cthonicthul
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 3 Kyra/Iceman91:
Spoiler:
Hourglass Card 3 Kyra/Iceman91
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.
Hourglass Card 4 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 4 Erasmus/AAUGHWHY
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 5 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 Radovan/Matsu_Kurisu
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 6 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 6 Reiko/Cthonicthul
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 7 Kyra/Iceman91:
Spoiler:
Hourglass Card 7 Kyra/Iceman91
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 8 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 8 Erasmus/AAUGHWHY
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 9 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 Radovan/Matsu_Kurisu
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 10 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 10 Reiko/Cthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 11 Kyra/Iceman91:
Spoiler:
Hourglass Card 11 Kyra/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 12 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 12 Erasmus/AAUGHWHY
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 13 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Radovan/Matsu_Kurisu
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 14 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 14 Reiko/Cthonicthul
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 15 Kyra/Iceman91:
Spoiler:
Hourglass Card 15 Kyra/Iceman91
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 16 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 16 Erasmus/AAUGHWHY
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.
Hourglass Card 17 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 17 Radovan/Matsu_Kurisu
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hourglass Card 18 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 18 Reiko/Cthonicthul
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 19 Kyra/Iceman91:
Spoiler:
Hourglass Card 19 Kyra/Iceman91
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 20 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 20 Erasmus/AAUGHWHY
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 21 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 21 Radovan/Matsu_Kurisu
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.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko, Proxy A

Caves Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Caves Card 2:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Caves Card 3:
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.
Caves Card 4:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Caves Card 5:
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.

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Proxy A
Farm Card 1:
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.
Farm Card 2:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.

DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Farm Card 3:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Farm Card 4:
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.
Farm Card 5:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Farm Card 6:
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.
Farm 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.
Farm Card 8:
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.

Location #5: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Proxy A
Swamp Card 1:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Swamp Card 2:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Swamp Card 3:
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.
Swamp Card 4:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Swamp Card 5:
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.
Swamp Card 6:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Swamp Card 7:
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.
Swamp Card 8:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

Location #7: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Proxy B
Thicket Card 1:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Thicket Card 2:
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Thicket Card 3:
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.
Thicket Card 4:
Concealed Hatch
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Thicket 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.
Thicket Card 6:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Thicket Card 7:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Radovan's turn, encounter the brawl

Melee 7: 2d6 + 1d4 + 4 ⇒ (1, 1) + (3) + 4 = 9

A brawl breaks out at the riverbank! One of Erasmus's kobold "comrades" lunges at him but he deftly sidesteps and send them tumbling into the river with a thwap of his tail!

On Kyra's turn receive Giantbane Greataxe and get healed

The brawl really took it out of Erasmus and his team. He borrows Kyra's axe to stand sentinel while she patches them up.

When River closes, let's move to Farm

Starting my turn. Hour is the Joke: On your check against a barrier, you may recharge a card to add your Intelligence die.

Erasmus and his team start their search for the troop champion in the barn where the walk in on a Card 1: Gang Enforcer dropping something into a pile of hay...

CHA 7: 1d8 ⇒ 6 If I fail, I'm going to have to bury a card anyway... Bury sign of the Stranger to add 1d4+1 and pass

Erasmus looks the enforcer in the eyes and performs a series of hand signs. The enforcer nods, draws their weapon, and begins advancing on Radovan and Kyra, "No, no, no! It'ssss ok! They're friendssss!" Erasmus hisses, jumping in front of his companions. The enforcer nods again, sheathes their weapon, and falls in step with the team.

The team turns to leave the loft when Erasmus hears some rustling and muffled yells from the pile of hay. He digs in a little bit and finds a tied and Card 2: Bound Imp. Discard Djinn to examine the top card of my location; it's a boon, so encounter it

Arcane 6: 1d8 + 1 ⇒ (8) + 1 = 9 Acquired

Erasmus glances towards the enforcer to make sure they're not looking and unties the imp. As the imp stands and unwraps the rest of the rope, it drops a deck of Card 3: Marked Cards. Things are starting to make sense... Explore for Djinn

INT 10: 1d8 ⇒ 4 I was hoping I could make it with a Spirit Surge... Banished

The imp flies away, but not before letting Erasmus know about a hidden cache in the back corner of the barn. Rechage Imp to draw a card: Locate Object

Erasmus follows the Imp's directions and, sure enough, he finds a Card 6: Flaming Shorbow! Cast Locate Object

Ranged 9: 2d6 + 4 ⇒ (6, 1) + 4 = 11 Acquired

Erasmus picks it up and is called back to the group by the enforcer. Discard Enforcer to explore

Random Card: 1d4 ⇒ 4 Card 8: Exploding Runes. Discard The Midwife to replace it and bless.

The group steps out of the barn to find a Random Barrier 1: Mad Prophet proselytizing to no one in particular: "Can't you
see?!? We've been here before! The time snakes have given us a second chance..."
Reveal Fate Reader Lenses for +1d10 to Perception

Perception 8: 2d6 + 1d10 + 5 ⇒ (4, 3) + (4) + 5 = 16 Defeated. Draw the Joke. My new hour is Kyra's The Worldbreaker: You may banish a random blessing from your discards to explore.

So it seems that Erasmus and team aren't the only ones that know about the time loop; he can't tell if that's good, bad, or some joke gotten out of hand... Discard The Joke to explore

Random Card: 1d3 ⇒ 2

Erasmus turns around to go back into the barn and almost runs into a huge Card 7 Door Spike! That wasn't there before was it? Reveal Fate Reader Lenses for +1d10

Perception 8: 1d6 + 1d10 + 5 ⇒ (5) + (5) + 5 = 15

Erasmus maneuver's past the spike and opens the door. That could have been bad!

End turn

Recover Locate Object: 1d8 + 1 ⇒ (2) + 1 = 3

"

Erasmus wrote:

Hand: Fate Reader Lenses, Giantbane Greataxe, Starknife +2, Flaming Shorbow, Leech (Core),

Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail,
Deck: 9 Discard: 5 Buried: 1
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

(Signs can copy other signs in my hand)

Fate-Reader Lenses: Reveal for +1d10 on any Perception check

Leech: Recharge to heal a local character 1d4-1 cards.

Flaming Shorbow: If proficient, on a another character's combat check, freely discard to add 1d8 and the Fire trait.
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Pack 2, Zellara's Harrow Deck, Planchette, Sign of the Rider, Sign of the Lantern Bearer, Sign of the Pack, The Missing Eye, Mind Thrust
Recharged: Bound Imp,
Discard Pile: Djinn, Gang Enforcer, The Midwife, The Joke, Locate Object (Core),
Buried Pile: Sign of the Stranger,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Dark Archive

Finess Ranged Occult packs Radovan's Deck Handler

Turn order - Radovan, Reiko/Cthonicthul, Kyra/Iceman91, Erasmus/AAUGHWHY

Out of turn updates
Fell Viridio displays (M1: Smoke Slayer, Monster 2 ) from Kyra's Acid damage
Quang[AD2,AD1], Fell Viridio[AD2 ], Norge[AD2 ]

Erasmus displays a Trap token @ farm from defeating Mad Prophet barrier

Hour: 1 Radovan/Matsu_Kurisu: The Prince of Pain
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

Current Location = #2: Farm

Give card = No
Move = No
At this location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.

Free explore Top card(4,7): 1d2 ⇒ 2= Henchman Proxy A2
Planar Rift (Proxy A):, Barrier Story Bane 1: Combat 17(11+3+3) OR Arcane Divine 9(6+3)

Spoiler:
Traits:
Magic
Obstacle
Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.

BYA Radovan summons danger and Evades it :-)
Reveal Venomous Dagger +2 1d8+2+2+1d4+2, Radovan 1HD +1d4, Norge +1 Fire, Fell Viridio +2 Poison, Fell Viridio banish[AD2] +2d6+2
#Locations = 4, +4DC
Combat 21(17+4): 1d8 + 2 + 2 + 1d4 + 2 + 1d4 + 1 + 2 + 2d6 + 2 ⇒ (8) + 2 + 2 + (4) + 2 + (4) + 1 + 2 + (4, 1) + 2 = 32 Banished. Add 1 trap = 2 traps

Location #2: Farm
When Closing: Succeed at a Diplomacy 7(4+3) check.
Diplomacy 1d8+1+2+2
Diplomacy 7: 1d8 + 1 + 2 + 2 ⇒ (7) + 1 + 2 + 2 = 12 CLOSED
When Permanently Closed: You may draw a new Animal ally.
Al1: Djinn - No
Al2: Korvosan House Drake - No
Al3: Sable Company Marine - No
Al4: Wolverine, Ally 3, Animal - DRAW

On closing, Kyra, Erasmus, Kyra must move. Radovan move with Kyra.

End of Turn
Discard Burglar's Buckler
Draw up Nil

Summary
Location = #2: Farm - CLOSED
Acquired = Al4: Wolverine
Banished = Henchman Proxy A2
Examined =
Displayed = Erasmus displays a Trap token @ farm from defeating Mad Prophet barrier

Location =
Acquired =
Banished =

Examined =

From Box: Al1: Djinn - No
Al2: Korvosan House Drake - No
Al3: Sable Company Marine - No
Al4: Wolverine- DRAW

Displayed =

Give: =

Used =

Other = On closing, Kyra, Erasmus, Kyra must move. Radovan move with Kyra.

Radovan wrote:

Hand: Shadowless Sword, Red Leathers, ac Wolverine, Old Salt, Blessing of Abadar, Venomous Dagger +2,

Displayed: Quang[AD2,AD1, ], Fell Viridio[ ], Norge[AD2 ], , , ,
Deck: 9 Discard: 4 Buried: 1
Notes: Any support available.

Skills and Powers:
SKILLS

Strength d8 +0
Dexterity d8 +2
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Quang (Acrobatics): Dexterity +2
Constitution d8 +0
- Norge (Fortitude): Constitution +2
Intelligence d4 +0
Wisdom d6 +0
Charisma d8 +1
- Diplomacy: Charisma +2
- Fell Viridio (Perception): Diplomacy +2

Favored Card: Ally
Hand Size: 6
Proficient With: Light Armors Weapons

POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms)([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-handed trait; add an additional 1d4 (1d12) if you did not play a weapon.
Reduce Fire, Poison or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2)([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
Devil Forms
"[X] Fell Viridio: You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
"[X] Norge: You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number."
"[X] Quang: You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."


Deck Handler

Turn 11: Reiko/Zon-kuthon's Pain

Explore Caves Card #1: Henchman Proxy A1 (Planar Rift)
Before acting, Reiko summons and evades the Danger
Combat 21 to defeat Planar Rift, revealing Venomous Dagger +2 to use Acrobatics plus 1d6 plus 1 and recharging Valet to add Charisma skill as per character power: 1d10 + 3 + 3 + 1d6 + 1 + 1d8 ⇒ (4) + 3 + 3 + (2) + 1 + (8) = 21 Yeesh, OK, defeated and banished

Summon and defeat the Danger to close Caves: 1d3 ⇒ 2 Inferno Trap

Inferno Trap:

Barrier Story Bane 1
Traits:
Fire
Trap
Veteran

To Defeat:
Dexterity Acrobatics Perception 8+#
OR
Craft Disable 6+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.


Before acting, discard Defending Sansetsukon +1 for Fire damage
Acrobatics 11 to defeat Inferno Trap, discarding Blessing of the Quartermaster to Bless: 1d10 + 3 + 3 + 1d10 ⇒ (10) + 3 + 3 + (5) = 21 Success; Caves closed

Move to Swamp as close (but will be moving to Thicket at beginning of next turn.)

Rather in a hurry, so cursory RP
Reiko finds a rift in the fabric of space time in the cave, but is able to jam in closed with her daggers. There is a brief explosive flash, but she hurls herself out of the way, only singed a bit.

Reset hand and end turn.

Reiko wrote:

Hand: Venomous Dagger +2, Materialize, Gem of Physical Prowess, Daggermark Poisoner, Stormrune Knife,

Displayed:
Deck: 9 Discard: 4 Buried: 0
"Current Location: Swamp
Hero Points Available/Used: 3"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for C: Return to the Fangwood?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Role Card: Saboteur
Favored Card: card that has the Poison trait or weapon
Hand Size: 5 ☐ 6
Proficiencies:
[]Light Armor, Weapons
POWERS:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. (☐ Then you may either examine the top card of your location deck or move.)


Erasmus must move when the Farm closed, on Radovan's turn.

During This Adventure: The harrow suit is Crowns.
Level 0 cards (except for Veterans and Harrows) have been removed from the vault.

During This Scenario: Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
Replace your race trait with Kobold.
Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.
When you defeat a barrier, you may mark your location; this marker is referred to as a "trap." While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftain (Proxy B) into it. All Proxy A cards are now the closing henchman Planar Rift.
When you defeat the Kobold Chieftain, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown (Proxy V1) into it.

Additional Rules: Story Banes:
Villain: None

Closing Henchman: Kobold Sorcerer:
Monster Story Bane 1

Traits:
Kobold
Sorcerer
Veteran

To Defeat:
Combat 10+##

Before acting, suffer 1 Acid damage.
If the check to defeat does not have the Attack trait, and you succeed, reroll.
After acting, suffer 1 Acid damage.


Closing Henchman: Planar Rift (Proxy A):
Barrier Story Bane 1
Traits:
Magic
Obstacle
Veteran

To Defeat: Combat 11+## OR Arcane Divine 6+#

Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.


Closing Henchman: Kobold Chieftain (Proxy B):
Monster Story
Traits:
Kobold
Veteran

To Defeat:
Combat 11+##

Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
If undefeated, suffer the scourges Dazed and Wounded.


Danger 1d3=1: Drake:
Monster Story Bane 1

Traits:
Dragon
Veteran

To Defeat:
Combat 10+##
THEN
Combat 11+#

Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 2. Cold 3. Electricity 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.


Danger 1d3=2: Inferno Trap:
Barrier Story Bane 1

Traits:
Fire
Trap
Veteran

To Defeat:
Dexterity Acrobatics Perception 8+#
OR
Craft Disable 6+#

Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.


Danger 1d3=3: Poison Dart Trap:
Barrier Story Bane 1

Traits:
Poison
Trap

To Defeat:
Dexterity Acrobatics 9
OR
Disable 7

If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

Party Tracker

Scenario Level (#): 3

Turn: 12, Kyra/Iceman91

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
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.

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

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

Spoiler:
Yeth Hound
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

Barriers
Spoiler:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

Spoiler:
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

Spoiler:
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.

Spoiler:
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.

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

Weapons
Spoiler:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Quarterstaff of Vaulting
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
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.

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.

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

Spells
Spoiler:
Enlarge
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


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

Spoiler:
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.


Spoiler:
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.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

Spoiler:
Mirror Image
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
Display. While displayed:
* When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

Armors
Spoiler:
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.

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

Spoiler:
Spiked Half-plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

Spoiler:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

Spoiler:
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.

Items
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.

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.


Spoiler:
Persona Mask
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

Spoiler:
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.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.

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.

Allies
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.

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.

Spoiler:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

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

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

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

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

Spoiler:
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.

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.

Spoiler:
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.

Hour Power: You may avenge by discarding a card.

Current Hour:

Calistria's Sting:
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.

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 1 Erasmus/AAUGHWHY
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 2 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Radovan/Matsu_Kurisu
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 3 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 3 Reiko/Cthonicthul
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 4 Kyra/Iceman91:
Spoiler:
Hourglass Card 4 Kyra/Iceman91
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 5 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 5 Erasmus/AAUGHWHY
The Marriage
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
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.
Hourglass Card 6 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Radovan/Matsu_Kurisu
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 7 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 7 Reiko/Cthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 8 Kyra/Iceman91:
Spoiler:
Hourglass Card 8 Kyra/Iceman91
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 9 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 9 Erasmus/AAUGHWHY
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 10 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Radovan/Matsu_Kurisu
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 11 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 11 Reiko/Cthonicthul
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 12 Kyra/Iceman91:
Spoiler:
Hourglass Card 12 Kyra/Iceman91
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 13 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 13 Erasmus/AAUGHWHY
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.
Hourglass Card 14 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Radovan/Matsu_Kurisu
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Hourglass Card 15 Reiko/Cthonicthul:
Spoiler:
Hourglass Card 15 Reiko/Cthonicthul
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 16 Kyra/Iceman91:
Spoiler:
Hourglass Card 16 Kyra/Iceman91
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 17 Erasmus/AAUGHWHY:
Spoiler:
Hourglass Card 17 Erasmus/AAUGHWHY
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 18 Radovan/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Radovan/Matsu_Kurisu
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.

Location #5: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reiko, Kyra, Radovan, Proxy A

Swamp Card 1:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Swamp Card 2:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Swamp Card 3:
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.
Swamp Card 4:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Swamp Card 5:
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.
Swamp Card 6:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Swamp Card 7:
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.
Swamp Card 8:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

Location #7: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Proxy B
Thicket Card 1:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Thicket Card 2:
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Thicket Card 3:
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.
Thicket Card 4:
Concealed Hatch
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Thicket 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.
Thicket Card 6:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Thicket Card 7:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

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