[ACG] Year of Reborn Strife - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Path Completed!

  • Pizazz/Rhynn
  • Amiri/zadenar
  • Ezren/Nickademus
  • Uliah/Sam P 332

Reward powers:
After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0).

When you avenge, all characters ignore effects on the bane that happen when it is undefeated.

When you rebuild your deck, keep an additional boon of the chosen type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario.

At the start of each scenario, you may examine the top 5 cards of your deck, then recharge any number of those cards.


Loot:
Ring of Protection
Spoiler:
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.


Leech
Spoiler:
Ally 1

Traits:
Healing
Vermin

To Acquire:
Wisdom/Knowledge/Survival 6

Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.


Deathbane Light Crossbow
Spoiler:
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.


Shield of Resistance
Spoiler:
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.


Enervation
Spoiler:
Spell 2

Traits:
Arcane
Magic

To Acquire:
Intelligence/Arcane 6

On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


The Lost
Spoiler:
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.


Our Lord in Iron
Spoiler:
Blessing 3

Traits:
Deity: Gorum
Divine

To Acquire:
Divine/Melee/Ranged 8

When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
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.


The Prince of Pain
Spoiler:
Blessing 3

Traits:
Deity: Zon-Kuthon
Divine

To Acquire:
Constitution/Divine/Fortitude 8

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.
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.


The Avalanche
Spoiler:
Blessing 1

Traits:
Harrow
Suit: Keys
Veteran

To Acquire:
Dexterity/Survival 4+#

When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
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.


The Cricket
Spoiler:
Blessing 1

Traits:
Harrow
Suit: Keys
Veteran

To Acquire:
Dexterity/Ranged 4+#

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


Duskwarden Ranger
Spoiler:
Ally 3

Traits:
Loot
Human
Ranger

To Acquire:
Charisma/Diplomacy 10
OR
Perception/Ranged 8

Reload to examine the top card of your location, then you may shuffle your location.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.


Wand of Restorative Touch
Spoiler:
Item 4

Traits:
Divine
Healing
Magic
Wand

To Acquire:
Wisdom/Divine 10

Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.


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

Traits:
Skeleton
Undead
Veteran

To Defeat:
Combat 11+##

Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.


Blood Veil
Spoiler:
Barrier Story Bane 2

Traits:
Disease
Obstacle

To Defeat:
Constitution/Divine/Fortitude/Knowledge 6

If defeated by less than 4, suffer the scourge Plagued.
If undefeated, each local character suffers the scourge Plagued.


Monstrous Spider
Spoiler:
Monster Story Bane 0

Traits:
Vermin
Veteran

To Defeat:
Combat 10+##

Cannot be evaded.
All damage is Poison.
Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.


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.


Red Mantis Assassin
Spoiler:
Monster Story Bane 3

Traits:
Assassin
Human
Red Mantis
Veteran

To Defeat:
Combat 10+##

Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.


Skeletal Steed
Spoiler:
Monster Story Bane 1

Traits:
Undead
Skeleton
Veteran

To Defeat:
Combat 11+##

Immune to Mental and Poison. Vulnerable to Bludgeoning.
Before acting, succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Combat damage.


Zombie Minions
Spoiler:
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.


Summoned Undead (1d6):
1) Ancient Skeleton
Spoiler:
Monster Story Bane 1

Traits:
Skeleton
Undead
Veteran

To Defeat:
Combat 11+##

Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.


2) Wight
Spoiler:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


3) Zombie Minions
Spoiler:
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.


4) Mummy
Spoiler:
Monster Story Bane 2

Traits:
Undead
Mummy
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


5) Vampire
Spoiler:
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.


6) Wraith
Spoiler:
Monster Story Bane 2

Traits:
Undead
Wraith
Incorporeal
Veteran

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.


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.

Party Tracker


501 to 550 of 554 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Location #1: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here:

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Location #3: 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: 3 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 1
Located/Displayed Here:

Location #4: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:

Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:

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: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:


Pizazz Deckhandler

Pizazz will stay with Uliah for maximum undead slaying power!! Also because he is unlikely to make any of those checks to move on his own. =)

Pizazz wrote:

Hand: Enhance, Drum of Haste, Cat, Sable Company Marine, Leech, Norgorber's Shadow, The Juggler,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 7
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Paladin, Frost Ray, Restorative Touch, The Eclipse, Mist Horn, Deathbane Light Crossbow, Djinn, Troubadour, Fool's Gold, Ring of Protection (Loot), Horn of Blasting
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Deckhandler

Uliah will start at the Crypt and attempt to close it early.

Uliah wrote:

Hand: Retriever, Dwarven Longhammer +1, Soothing Word (DD Reward), Pharasma's Knowing, Glorious Warhammer,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Crypt
Hero Points: 2
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Horse, Magic Full Plate (Core), Wand of Restorative Touch (loot, replaces Sacred Candle), Cure, Cleaving Battleaxe, Find Traps, The Healing Light, Abadar's Law
Recharged: Divine Fortune, Desna's Freedom, Protect, Blessing of Abadar,
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Weapons, Divine
POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.


Deck Hander

Starting Location: Crypt
.
.
.

Ezren wrote:

Hand: Lightning Bolt, Acadamae Scholar, Acadamae Student (Core), Good Omen, Fiery Glare, Magic Eye, Zellara's Harrow Deck,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clairvoyance, Enervation, False Life, Chain Lightning, Bound Imp, Ring of Protection (Core), Quarterstaff of Vaulting (Core), Fate-reader Lenses, Gem of Mental Acuity (Core), Locate Object, Noble
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +2
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

Role: Mystic Diviner
Adventure Packs: Arcane, Occult, Support
Favored Card: favored
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or a card of a type you choose before examining), you may draw it. (☐ Then you may recharge the top card of your deck.)
On your (☐ or any) turn, you may recharge a spell to examine the top card of your (☐ or any) location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic (☐ or Trigger) card, you may recharge a card to add 1d4 (☐ 1d6).
☑ When you examine the top card of a location or deck, you may examine the top 2 cards instead.
☐ Gain the skill Perception: Wisdom +2. (☐ On your non-combat check, you may discard a card to reroll a die.)

Grand Lodge

deck handler

Why are we in the crypt{/b]

"

Amiri wrote:

[b]Hand: Voidglass Armor, Vicious Scythe, Wounding Spear-axe, Craftsman,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Use craftsman if helps acquire stuff

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pit Gladiator, Dragonbane Greatsword, Spiked Half-Plate, The Trumpet, War Drum, Ruan Mirukova, Horn of Battle Clarity, Banner of the Ancient Kings, Calistria's Sting, Giantbane Greataxe, The Bear, The Cricket, The Keep, The Lost
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Charisma d4 ☐ +1
Melee Strength +2
Fortitude Constitution +1
Survival Wisdom +2

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Weapons Armor [X]
POWERS:
On your Strength check or your check against a monster (or a barrier), you may bury a card from your hand (or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring ([ ]and after you close your location, you may draw a card) ([ ]and you may heal a weapon).
At the end of your turn, you may move, any local characters may move with you
[ ]On your ([ ]or another local character's) Melee combat check, you may reload a weapon to add its level.
[ ]When a card would be discarded to bless your combat check, it may be recharged instead.
[ ]When you suffer damage from a bane ([ ]before or) after acting, you may recharge a weapon to reduce the damage to 0.

"


During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Turn: 1, Pizazz/rhynndavrie

Random Cards:

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

Spoiler:
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.

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:
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.

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.

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

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

Weapons
Spoiler:
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:
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:
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.

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:
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:
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:
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.


Spoiler:
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.

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

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:
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:
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:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it 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:
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:
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:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

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.

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:
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.

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 Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

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

Spoiler:
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.

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.

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amiri/JeffCook:
Spoiler:
Hourglass Card 1 Amiri/JeffCook
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.
Hourglass Card 2 Ezren/Nickademus:
Spoiler:
Hourglass Card 2 Ezren/Nickademus
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 3 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 3 Uliah/Prof._Ravenus_Soleter
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 4 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 4 Pizazz/rhynndavrie
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 5 Amiri/JeffCook:
Spoiler:
Hourglass Card 5 Amiri/JeffCook
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 6 Ezren/Nickademus:
Spoiler:
Hourglass Card 6 Ezren/Nickademus
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 7 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 7 Uliah/Prof._Ravenus_Soleter
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 8 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 8 Pizazz/rhynndavrie
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 9 Amiri/JeffCook:
Spoiler:
Hourglass Card 9 Amiri/JeffCook
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 10 Ezren/Nickademus:
Spoiler:
Hourglass Card 10 Ezren/Nickademus
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 11 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 11 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 12 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 12 Pizazz/rhynndavrie
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 13 Amiri/JeffCook:
Spoiler:
Hourglass Card 13 Amiri/JeffCook
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 14 Ezren/Nickademus:
Spoiler:
Hourglass Card 14 Ezren/Nickademus
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.
Hourglass Card 15 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 15 Uliah/Prof._Ravenus_Soleter
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 16 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 16 Pizazz/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 17 Amiri/JeffCook:
Spoiler:
Hourglass Card 17 Amiri/JeffCook
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 18 Ezren/Nickademus:
Spoiler:
Hourglass Card 18 Ezren/Nickademus
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 19 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 19 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 20 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 20 Pizazz/rhynndavrie
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 21 Amiri/JeffCook:
Spoiler:
Hourglass Card 21 Amiri/JeffCook
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 22 Ezren/Nickademus:
Spoiler:
Hourglass Card 22 Ezren/Nickademus
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 23 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 23 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 24 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 24 Pizazz/rhynndavrie
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 25 Amiri/JeffCook:
Spoiler:
Hourglass Card 25 Amiri/JeffCook
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.
Hourglass Card 26 Ezren/Nickademus:
Spoiler:
Hourglass Card 26 Ezren/Nickademus
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 27 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 27 Uliah/Prof._Ravenus_Soleter
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 28 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 28 Pizazz/rhynndavrie
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 29 Amiri/JeffCook:
Spoiler:
Hourglass Card 29 Amiri/JeffCook
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.

Location #1: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here:

Cliff Card 1:
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.
Cliff Card 2:
Plague Zombie
CotCT
Story Bane 2
Type: Monster
Traits:
Disease
Undead
Veteran
Zombie
To Defeat:
Combat 10
THEN Combat 11+##
Immune to Mental and Poison.
After acting, a local character suffers 1d4-1 Combat damage.
If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.
Cliff Card 3:
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.
Cliff Card 4:
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.
Cliff Card 5:
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.
Cliff Card 6:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Cliff Card 7:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Cliff Card 8:
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.
Cliff Card 9:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
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.
Cliff Card 10:
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.
Cliff Card 11:
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.
Cliff Card 12:
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.

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
Ossuary Card 1:
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.
Ossuary Card 2:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* 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. When you attempt this check, treat your dice as if you are affected by this spell.
Ossuary Card 3:
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.
Ossuary Card 4:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Ossuary Card 5:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Ossuary Card 6:
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.
Ossuary Card 7:
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.
Ossuary Card 8:
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.
Ossuary Card 9:
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.
Ossuary Card 10:
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.
Ossuary Card 11:
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.
Ossuary Card 12:
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.

Location #3: 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: 3 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 1
Located/Displayed Here:
Shrine Card 1:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Shrine Card 2:
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.
Shrine Card 3:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Shrine Card 4:
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.
Shrine Card 5:
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.

Shrine Card 6:
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.
Shrine Card 7:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Shrine Card 8:
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.
Shrine Card 9:
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.
Shrine Card 10:
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.
Shrine Card 11:
Razor Snare
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Shrine Card 12:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.

Location #4: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:
Mountain Card 1:
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.
Mountain Card 2:
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.
Mountain Card 3:
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.
Mountain Card 4:
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Mountain Card 5:
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.
Mountain Card 6:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Mountain Card 7:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Mountain Card 8:
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.
Mountain Card 9:
Vampire
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Mountain Card 10:
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.
Mountain Card 11:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Mountain Card 12:
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.

Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
Trail Card 1:
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.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Trail Card 5:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Trail Card 6:
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.
Trail Card 7:
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.
Trail Card 8:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Trail Card 9:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Trail Card 10:
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.
Trail Card 11:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Trail Card 12:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

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: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Amiri, Ezren, Pizazz, Uliah
Crypt Card 1:
Divine Fortune
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.

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

Crypt Card 2:
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.
Crypt Card 3:
Corrupted Priestess
None
Story Bane 3
Type: Monster
Traits:
Human
Cleric
To Defeat:
Wisdom 6
then Combat 19
When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.

Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.

Crypt Card 4:
Zombie
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Crypt Card 5:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Crypt Card 6:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Crypt Card 7:
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.
Crypt Card 8:
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.
Crypt Card 9:
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.
Crypt Card 10:
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.
Crypt Card 11:
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.
Crypt Card 12:
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.


Pizazz Deckhandler

Turn 1, The Locksmith
Hour Power: On your check, you may recharge a card to replace all d4s with d8s.

Free explore - Divine Fortune. Display Enhance to increase Divine.

Divine Fortune-CtA: Divine 11: 1d10 + 4 + 4 ⇒ (8) + 4 + 4 = 16 Success. Acquired.

Display Divine Fortune.

Pizazz ends his turn.

Pizazz attempts to recover all cards in his Recovery pile.
Enhance: Arcane/Divine 7: 1d10 + 4 + 1d6 ⇒ (5) + 4 + (2) = 11 -> Enhance recharged.

Pizazz resets his hand.

Pizazz looks at his current options and decides to cautiously explore. Fortunately the gamble pays off and he finds a scroll that he can use to assist other people...which is just his sort of thing. He activates it and stands by with a song on his lips.

Pizazz wrote:

Hand: Restorative Touch, Drum of Haste, Cat, Sable Company Marine, Leech, Norgorber's Shadow, The Juggler,

Displayed: Divine Fortune,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 7
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Troubadour, Deathbane Light Crossbow, Djinn, Horn of Blasting, Frost Ray, Ring of Protection (Loot), The Paladin, Fool's Gold, The Eclipse, Mist Horn
Recharged: Enhance,
Discard Pile:
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.


Grand Lodge

deck handler

Amiri heads to the mountains where she finds a vicious owlbeast skeleton

melee 5: 1d12 + 3 ⇒ (5) + 3 = 8

She swings her scythe

melee 14: 1d12 + 3 + 1d10 + 1 ⇒ (7) + 3 + (8) + 1 = 19

Discard craftsman to explore and find a spectre

She swings her scythe again

melee 14: 1d12 + 3 + 1d10 + 1 ⇒ (5) + 3 + (9) + 1 = 18

She rejoins her friends at the crypt

see this ext here leads to the mountain at least a few undead seem to have left that way

"

Amiri wrote:

Hand: Voidglass Armor, Vicious Scythe, Wounding Spear-axe, The Keep,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Use the keeper bless twice on checks either to close or barriers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Cricket, The Trumpet, War Drum, The Lost, Pit Gladiator, Banner of the Ancient Kings, Giantbane Greataxe, Ruan Mirukova, Spiked Half-Plate, Dragonbane Greatsword, Calistria's Sting, Horn of Battle Clarity, The Bear
Recharged:
Discard Pile: Craftsman,
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Charisma d4 ☐ +1
Melee Strength +2
Fortitude Constitution +1
Survival Wisdom +2

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Weapons Armor [X]
POWERS:
On your Strength check or your check against a monster (or a barrier), you may bury a card from your hand (or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring ([ ]and after you close your location, you may draw a card) ([ ]and you may heal a weapon).
At the end of your turn, you may move, any local characters may move with you
[ ]On your ([ ]or another local character's) Melee combat check, you may reload a weapon to add its level.
[ ]When a card would be discarded to bless your combat check, it may be recharged instead.
[ ]When you suffer damage from a bane ([ ]before or) after acting, you may recharge a weapon to reduce the damage to 0.

"

Grand Lodge

deck handler

Having read the rules redoing turn staying at the crypt

Explores and finds twisted space fail to acquire the magic

Discard craftsman to find villain

Random local character is 1d4 ⇒ 3 Ulliah fights

skeletal steed:
Closing Henchmen (Proxy B): Skeletal Steed:
Monster Story Bane 1
Traits:
Undead
Skeleton
Veteran

To Defeat:
Combat 11+##

Immune to Mental and Poison. Vulnerable to Bludgeoning.
Before acting, succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Combat damage.

Also leaving the wisdom 6 check to Ulliah with whistle to be sure

Discard vicious scythe and a whistle

combat 19: 1d12 + 3 + 2d10 + 2 + 1d6 ⇒ (4) + 3 + (3, 9) + 2 + (3) = 24

Declining to grab the blessing 2

Grand Lodge

deck handler

wisdom 6: 2d6 + 5 ⇒ (1, 3) + 5 = 9

Amiri wrote:

Hand: Voidglass Armor, Dragonbane Greatsword, Wounding Spear-axe, The Keep,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Hero Points: 2
NOTES:
Available Support: Use the keeper bless twice on checks either to close or barriers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Cricket, Spiked Half-Plate, Calistria's Sting, Banner of the Ancient Kings, The Trumpet, Ruan Mirukova, Giantbane Greataxe, War Drum, Pit Gladiator, The Bear, The Lost, Horn of Battle Clarity
Recharged:
Discard Pile: Craftsman, Vicious Scythe,
Buried Pile:

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Charisma d4 ☐ +1
Melee Strength +2
Fortitude Constitution +1
Survival Wisdom +2

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Weapons Armor [X]
POWERS:
On your Strength check or your check against a monster (or a barrier), you may bury a card from your hand (or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring ([ ]and after you close your location, you may draw a card) ([ ]and you may heal a weapon).
At the end of your turn, you may move, any local characters may move with you
[ ]On your ([ ]or another local character's) Melee combat check, you may reload a weapon to add its level.
[ ]When a card would be discarded to bless your combat check, it may be recharged instead.
[ ]When you suffer damage from a bane ([ ]before or) after acting, you may recharge a weapon to reduce the damage to 0.


Deckhandler

Uliah will attempt to outmaneuver the undead horse. Dex 7: 1d6 + 1d8 ⇒ (6) + (3) = 9 Success. Uliah will strike it down with his hammer. Combat 17: 1d6 + 3 + 1d4 + 1 + 1d10 + 1 + 1d8 + 4 ⇒ (1) + 3 + (2) + 1 + (6) + 1 + (5) + 4 = 23 Success.

When the Priestess is encountered, each character including Uliah attempts a Wisdom check. I'll take a simple whistle from Pizazz to help cycle his deck Wisdom 6: 1d10 + 2 + 1d6 ⇒ (9) + 2 + (5) = 16 Success.

On the first check to defeat the Corrupted Priestess, I'll take another simple whistle Wisdom 6: 1d10 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7 Success.

The priestess herself is not undead, so no free d8s, but on local combat checks I still hand out free 1d4+1.


Pizazz Deckhandler

Don't forget Divine Fortune is up, so extra d6 for free.

*Whistling to give everyone courage in creepy Crypt while scary woman shows up* (Uliah - recharging Norgorber's Shadow and The Juggler, Amiri - recharging Restorative Touch and Cat)

Will happily add whistle for Ezren if he wants to avoid the potential for burying - will recharge Drum of Haste for 1d6+5 if so.

Corrupted Priestess-BYA: Wisdom 6: 1d4 + 1d6 ⇒ (1) + (6) = 7 Thank you Divine Fortune, success.

Pizazz wrote:

Hand: Drum of Haste, Sable Company Marine, Leech,

Displayed: Divine Fortune,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 7
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Paladin, The Eclipse, Horn of Blasting, Mist Horn, Deathbane Light Crossbow, Djinn, Frost Ray, Fool's Gold, Troubadour, Ring of Protection (Loot)
Recharged: Enhance, Restorative Touch, Norgorber's Shadow, The Juggler, Cat,
Discard Pile:
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Ezren must make a WIS 6 check or bury a card, when the Corrupted Priestess was encountered on Amiri's turn.
Everyone must move when the Crypt closed, on Amiri's turn.

During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Turn: 3, Ezren/Nickademus

Random Cards:

Monsters
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:
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.

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

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:
Vampiric Mist
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.

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

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:
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:
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:
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.

Weapons
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.

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:
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:
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:
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.

Spells
Spoiler:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
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 10 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:
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:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

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

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:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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:
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:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

Items
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:
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:
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:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 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.

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:
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:
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:
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:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.

Blessings
Spoiler:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

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

Spoiler:
The Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.

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

Spoiler:
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: On your Stealth check or your check that invokes the Poison trait, add 1d4.

Current Hour:

Norgorber's Shadow:
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.

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter
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 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 Pizazz/rhynndavrie
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
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 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
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 5 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter
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 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 Pizazz/rhynndavrie
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 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 Ezren/Nickademus
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 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 10 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 Pizazz/rhynndavrie
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 11 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 12 Ezren/Nickademus:
Spoiler:
Hourglass Card 12 Ezren/Nickademus
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.
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 14 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 14 Pizazz/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 15 Amiri/JeffCook:
Spoiler:
Hourglass Card 15 Amiri/JeffCook
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 16 Ezren/Nickademus:
Spoiler:
Hourglass Card 16 Ezren/Nickademus
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 17 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 17 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 18 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 18 Pizazz/rhynndavrie
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 19 Amiri/JeffCook:
Spoiler:
Hourglass Card 19 Amiri/JeffCook
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 20 Ezren/Nickademus:
Spoiler:
Hourglass Card 20 Ezren/Nickademus
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 21 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 21 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 22 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 22 Pizazz/rhynndavrie
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 23 Amiri/JeffCook:
Spoiler:
Hourglass Card 23 Amiri/JeffCook
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.
Hourglass Card 24 Ezren/Nickademus:
Spoiler:
Hourglass Card 24 Ezren/Nickademus
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 25 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 25 Uliah/Prof._Ravenus_Soleter
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 26 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 26 Pizazz/rhynndavrie
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 27 Amiri/JeffCook:
Spoiler:
Hourglass Card 27 Amiri/JeffCook
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.

Location #1: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 3 ?: 2
Located/Displayed Here:

Cliff Card 1:
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.
Cliff Card 2:
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.
Cliff Card 3:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
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.
Cliff Card 4:
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.
Cliff Card 5:
Corrupted Priestess
None
Story Bane 3
Type: Monster
Traits:
Human
Cleric
To Defeat:
Wisdom 6
then Combat 19
When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.

Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.

Cliff Card 6:
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.
Cliff Card 7:
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.
Cliff Card 8:
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.
Cliff Card 9:
Plague Zombie
CotCT
Story Bane 2
Type: Monster
Traits:
Disease
Undead
Veteran
Zombie
To Defeat:
Combat 10
THEN Combat 11+##
Immune to Mental and Poison.
After acting, a local character suffers 1d4-1 Combat damage.
If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.
Cliff Card 10:
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.
Cliff Card 11:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Cliff Card 12:
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.
Cliff Card 13:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here:
Ossuary Card 1:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Ossuary Card 2:
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.
Ossuary Card 3:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Ossuary 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.
Ossuary Card 5:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Ossuary Card 6:
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.
Ossuary Card 7:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* 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. When you attempt this check, treat your dice as if you are affected by this spell.
Ossuary Card 8:
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.
Ossuary Card 9:
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.
Ossuary Card 10:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Ossuary Card 11:
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.
Ossuary Card 12:
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.
Ossuary Card 13:
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.

Location #3: 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: 3 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 2
Located/Displayed Here:
Shrine Card 1:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Shrine Card 2:
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.
Shrine Card 3:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Shrine Card 4:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Shrine Card 5:
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.
Shrine Card 6:
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.
Shrine Card 7:
Fool's Gold
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.

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

Shrine Card 8:
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.
Shrine Card 9:
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.
Shrine Card 10:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Shrine Card 11:
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.
Shrine Card 12:
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.
Shrine Card 13:
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.

Location #4: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here:
Mountain Card 1:
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.
Mountain Card 2:
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.
Mountain Card 3:
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.
Mountain Card 4:
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Mountain Card 5:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Mountain Card 6:
Vampire
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Mountain Card 7:
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.
Mountain Card 8:
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.
Mountain Card 9:
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.
Mountain Card 10:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Mountain Card 11:
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.
Mountain Card 12:
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.
Mountain Card 13:
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.

Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here:
Trail Card 1:
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.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Trail Card 5:
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.
Trail Card 6:
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.
Trail Card 7:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Trail Card 8:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Trail Card 9:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Trail Card 10:
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.
Trail Card 11:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Trail Card 12:
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.
Trail Card 13:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.


Deck Hander

.
.
.
.

Before Turn:
Each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Ask Pizazz to recharge Drum of Haste to add 1d6+5.
Automatic Success

-- Ezren's Turn --
Hour: Norgorber's Shadow - On your Stealth check or your check that invokes the Poison trait, add 1d4.
Location: Cliff - On your check, if any die shows a 1 or 2, count it as 0.

Start of Turn:
Examine top two cards of deck (Enervation, Chain Lightning).
Draw Enervation and Chain Lightning.

On-Turn Actions
Banish Magic Eye to examine Cliff (The Healing Light, Wood Golem, Sable Company Hide).

Free Exploration: The Healing Light
Wisdom 8: 2d6 ⇒ (3, 6) = 9
Success
The Healing Light is acquired.

Banish Zellara's Harrow Deck to examine Mountain (Gray Maiden Footsoldier, Magic Hide Armor, Pharasma's Knowing).
Replacing in the following order: Pharasma's Knowing, Magic Hide Armor, Gray Maiden Footsoldier

Discard Acadamae Student to Explore: Wood Golem
Banish Fiery Glare to use Arcane + 2d4. Reveal Acadamae Scholar to add 1. Discard The Healing Light to bless.
Combat 18: 2d12 + 1d6 + 3d4 + 6 ⇒ (9, 10) + (2) + (1, 3, 2) + 6 = 33 -5 (28)
Success
Wood Golem is banished.
Acadamae Student is healed.

Recharge Enervation to examine Cliff (Sable Company Hide).

Recharge Lightning Bolt to Explore: Sable Company Hide
Automatic Failure
Sable Company Hide is banished.

Ending Turn
End of Turn:
Recovery:
Magic Eye
Reveal Acadamae Scholar to add 1.
Arcane 8: 1d12 + 5 ⇒ (12) + 5 = 17
Success
Zellara's Harrow Deck is discarded.
Fiery Glare
Reveal Acadamae Scholar to add 1.
Arcane 7: 1d12 + 5 ⇒ (3) + 5 = 8
Success
Reset: Drawing four cards (False Life, Fate-reader Lenses, Clairvoyance, Locate Object).

On Uliah's Turn:
After Uliah's turn starts display False Life.
Banish Locate Object to examine Cliff (The Peacock).
Dexterity 7: 2d6 ⇒ (3, 5) = 8
Success
The Peacock is acquired.

Cliff is shuffled.
Banish Clairvoyance to examine Cliff (1d9 ⇒ 5 Plague Zombie, 1d8 ⇒ 1 Corrupted Priestess, 1d7 ⇒ 6 Attic Whisperer).
Replace in the following order: Corrupted Priestess, Plague Zombie, Attic Whisperer

Discard Fate-reader Lenses to examine Ossuary (Humanbane Rapier, Flaming Shortbow, The Bear).
Replace in the following order: The Bear, Humanbane Rapier, Flaming Shortbow

Ezren wrote:

Hand: Acadamae Scholar, Good Omen, Chain Lightning, The Peacock,

Displayed: False Life,
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Mental Acuity (Core), Bound Imp, Ring of Protection (Core), Noble, Acadamae Student (Core), Quarterstaff of Vaulting (Core)
Recharged: Enervation, Lightning Bolt, Magic Eye, Fiery Glare,
Discard Pile: The Healing Light, Zellara's Harrow Deck, Fate-reader Lenses,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +2
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

Role: Mystic Diviner
Adventure Packs: Arcane, Occult, Support
Favored Card: favored
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or a card of a type you choose before examining), you may draw it. (☐ Then you may recharge the top card of your deck.)
On your (☐ or any) turn, you may recharge a spell to examine the top card of your (☐ or any) location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic (☐ or Trigger) card, you may recharge a card to add 1d4 (☐ 1d6).
☑ When you examine the top card of a location or deck, you may examine the top 2 cards instead.
☐ Gain the skill Perception: Wisdom +2. (☐ On your non-combat check, you may discard a card to reroll a die.)


Deckhandler

Uliah follows the party, and this time they lead him to the edge of a Cliff. On your check, if any die shows a 1 or 2, count it as 0

Uliah's turn. The hour is The Wanderer. When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.

First I'll cast Soothing Word on Ezren.

Uliah will explore, encountering the Corrupted Priestess. First she tries to muddle the minds of the party. Uliah will leave the whistles for more vulnerable minds, but will call upon the Divine Favor invoked by Pizazz. Wisdom 6: 1d10 + 2 + 1d6 ⇒ (10) + 2 + (6) = 18 Success.

Then, she unleashes her Skeletal Steed on a random local character (Amiri is 1, then we go in play order) 1d4 ⇒ 3 Uliah attempts to dodge the beast's charge Dexterity 7: 1d6 + 1d8 + 1d6 ⇒ (6) + (6) + (2) = 14 - 2 = 12. Success.

Uliah finds an opening and gets in a swing at the bony pony Combat 17: 1d6 + 3 + 1d8 + 1d4 + 1 + 1d10 + 1 + 4 + 1d6 ⇒ (3) + 3 + (5) + (2) + 1 + (2) + 1 + 4 + (2) = 23 - 6 = 17. Success, barely.

Turning towards the priestess, Uliah prepares himself for a theological showdown Wisdom 6: 1d10 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10 Uliah's faith is unshaken, but so is Letra's.

As with all theological disputes, this one quickly erupts into violence. Combat 19: 1d6 + 3 + 1d8 + 1d4 + 1 + 1d10 + 1 + 1d6 ⇒ (1) + 3 + (8) + (2) + 1 + (10) + 1 + (2) = 28 - 5 = 23. Success.

The Cliff is closed. Letra escapes to somewhere.

Pizazz is probably just drawing up a fresh hand, so Uliah will go to wherever Amiri says she wants to spend her next turn. But if Pizazz comes along, Uliah will recharge his Glorious Warhammer to examine the top card of the location to potentially give the goblin an easy exploration. If Pizazz does not come along, then Uliah will recharge the Glorious Warhammer during or at the end of Amiri's turn, at whichever timing best suits the barbarian.

Attempting to recharge Soothing Word Divine 8: 1d10 + 5 + 1d4 + 1 + 1d6 ⇒ (1) + 5 + (3) + 1 + (6) = 16 Success.

Uliah draws one card, The Healing Light. It is Pizazz's turn.

"

Uliah wrote:

Hand: Retriever, Dwarven Longhammer +1, The Healing Light, Pharasma's Knowing, Glorious Warhammer,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Amiri
Hero Points: 2
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Abadar's Law, Cleaving Battleaxe, Find Traps, Horse, Cure, Wand of Restorative Touch (loot, replaces Sacred Candle), Magic Full Plate (Core)
Recharged: Divine Fortune, Desna's Freedom, Protect, Blessing of Abadar, Soothing Word (DD Reward),
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Weapons, Divine
POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.


Deck Hander

.
.
.
.

Fate-reader Lenses is recharged from discards.

Each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Wisdom 6: 2d6 ⇒ (4, 4) = 8
Success

Recovery:
Locate Object
Reveal Acadamae Scholar to add 1.
Arcane 8: 1d12 + 1d6 + 5 ⇒ (6) + (1) + 5 = 12
Success
Clairvoyance
Reveal Acadamae Scholar to add 1.
Arcane 11: 1d12 + 1d6 + 5 ⇒ (3) + (2) + 5 = 10
Failure

Grand Lodge

deck handler

wisdom 6: 2d6 + 1 - 1 ⇒ (5, 1) + 1 - 1 = 6


Pizazz Deckhandler

Corrupted Priestess-BYA: Wisdom 6: 1d4 + 1d6 ⇒ (3) + (6) = 9 Success, no burying.

Move to Mountain on closing.

---------

Turn 5, Erastil's Eye
Hour Power: If you are at a Wild location, you may discard a card to explore.

Start of turn, put Divine Fortune into recovery.

Fail Mountain SoT check, Pizazz is Exhausted.

Recharge Leech to heal Ezren.

Leech Heal for Ezren: 1d4 - 1 ⇒ (1) - 1 = 0 Or not, leech is exhausted too.

Mountain examine with Uliah's assistance and hopefully free explore if not bad - Blessing/Villain is 14: 1d14 ⇒ 3 Pharasma's Knowing, will free explore.

Pharasma's Knowing-CtA: Divine 7: 1d10 + 4 ⇒ (9) + 4 = 13 Acquired.

Discard Pharasma's Knowing to draw two cards - Mist Horn, Horn of Blasting. Recharge Mist Horn and Sable Company Marine.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile.
Divine Fortune: Arcane/Divine 13: 1d10 + 4 ⇒ (4) + 4 = 8 -> Divine Fortune discarded.
Pizazz resets his hand.

Pizazz is a bit tired from lots of whistling and finds the air on the mountain bracing, but thin. He quickly exhausts but does his best to press on. He notices Ezren has a few cuts so he applies a leach, but apparently the leach also finds this whole thing exhausting and just falls off.

Pizazz scoops it up and puts it away. He's about to take a quick rest, when Uliah points out a shrine. Pizazz figures it's a good place to relax and get out of the sun, and while he's at it, he offers up a prayer that is returned with a blessing.

Feeling a bit better, he finally rummages around in his pack and finds his crossbow. Armed again, he feels ready to get on with this.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Horn of Blasting, Djinn, Troubadour, The Paladin, The Eclipse,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fool's Gold, Ring of Protection (Loot)
Recharged: Enhance, Restorative Touch, Norgorber's Shadow, The Juggler, Cat, Drum of Haste, Leech, Mist Horn, Sable Company Marine,
Discard Pile: Pharasma's Knowing, Divine Fortune,
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Amiri and Ezren must move when the Cliff closed, on Uliah's turn.

During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Turn: 6, Amiri/JeffCook

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

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

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

Barriers
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:
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.

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

Weapons
Spoiler:
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:
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:
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:
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:
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:
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:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
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 10 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.

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:
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:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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:
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:
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.

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

Spoiler:
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:
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:
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:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

Allies
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:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

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:
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.

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.

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

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

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

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

Hour Power: On your check against an Undead card, add 1d6.

Current Hour:

Pharasma's Knowing:
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.

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Nickademus:
Spoiler:
Hourglass Card 1 Ezren/Nickademus
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 2 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 2 Uliah/Prof._Ravenus_Soleter
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 3 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 3 Pizazz/rhynndavrie
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 4 Amiri/JeffCook:
Spoiler:
Hourglass Card 4 Amiri/JeffCook
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 5 Ezren/Nickademus:
Spoiler:
Hourglass Card 5 Ezren/Nickademus
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 6 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 6 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 7 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 7 Pizazz/rhynndavrie
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 8 Amiri/JeffCook:
Spoiler:
Hourglass Card 8 Amiri/JeffCook
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 9 Ezren/Nickademus:
Spoiler:
Hourglass Card 9 Ezren/Nickademus
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.
Hourglass Card 10 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 10 Uliah/Prof._Ravenus_Soleter
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 11 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 11 Pizazz/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 12 Amiri/JeffCook:
Spoiler:
Hourglass Card 12 Amiri/JeffCook
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 13 Ezren/Nickademus:
Spoiler:
Hourglass Card 13 Ezren/Nickademus
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 14 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 14 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 15 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 15 Pizazz/rhynndavrie
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 16 Amiri/JeffCook:
Spoiler:
Hourglass Card 16 Amiri/JeffCook
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 17 Ezren/Nickademus:
Spoiler:
Hourglass Card 17 Ezren/Nickademus
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 18 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 18 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 19 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 19 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 20 Amiri/JeffCook
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.
Hourglass Card 21 Ezren/Nickademus:
Spoiler:
Hourglass Card 21 Ezren/Nickademus
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 22 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 22 Uliah/Prof._Ravenus_Soleter
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 23 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 23 Pizazz/rhynndavrie
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 24 Amiri/JeffCook:
Spoiler:
Hourglass Card 24 Amiri/JeffCook
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.

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: The Bear, Humanbane Rapier, Flaming Shortbow

Ossuary Card 1:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Ossuary Card 2:
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.
Ossuary Card 3:
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.
Ossuary Card 4:
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.
Ossuary Card 5:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* 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. When you attempt this check, treat your dice as if you are affected by this spell.
Ossuary Card 6:
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.
Ossuary Card 7:
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.
Ossuary Card 8:
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.
Ossuary Card 9:
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.
Ossuary Card 10:
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.
Ossuary Card 11:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Ossuary Card 12:
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.
Ossuary Card 13:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Ossuary Card 14:
Corrupted Priestess
None
Story Bane 3
Type: Monster
Traits:
Human
Cleric
To Defeat:
Wisdom 6
then Combat 19
When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.

Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Location #3: 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: 3 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 3
Located/Displayed Here:
Shrine Card 1:
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.
Shrine Card 2:
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.
Shrine Card 3:
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.

Shrine Card 4:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Shrine Card 5:
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.
Shrine Card 6:
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.
Shrine Card 7:
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.
Shrine Card 8:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Shrine Card 9:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Shrine Card 10:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Shrine Card 11:
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.
Shrine Card 12:
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.
Shrine Card 13:
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.
Shrine Card 14:
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.

Location #4: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: Pizazz, Uliah, Gray Maiden Footsoldier, Magic Hide Armor
Mountain Card 1:
Perplexing Text
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Mountain Card 2:
Vampire
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Mountain 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.
Mountain Card 4:
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.
Mountain Card 5:
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Mountain Card 6:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Mountain Card 7:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Mountain Card 8:
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Mountain Card 9:
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.
Mountain Card 10:
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.
Mountain Card 11:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Mountain Card 12:
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.
Mountain Card 13:
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.

Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here:
Trail Card 1:
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.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
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.
Trail Card 5:
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.
Trail Card 6:
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.
Trail Card 7:
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.
Trail Card 8:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Trail Card 9:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Trail Card 10:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Trail Card 11:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Trail Card 12:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Trail Card 13:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Trail Card 14:
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.

Grand Lodge

deck handler

Amiri sticks close to Pizazz

Survival 7: 1d6 + 3 ⇒ (2) + 3 = 5 Exhausted

She explores and finds a perplexing text Whistle please

intelligence 10: 2d6 + 5 ⇒ (2, 5) + 5 = 12

Bury Keep to explore and run into vampire

Reveal dragon bane greatsword Ulliah reveal retrever and also undead recharge woundind spear axe

combat 16: 2d12 + 5 + 1d4 + 1 + 1d8 ⇒ (8, 9) + 5 + (3) + 1 + (6) = 32

And stay down As before but recharging mirror image

combat 16: 2d12 + 5 + 1d4 + 1 + 1d8 ⇒ (7, 3) + 5 + (2) + 1 + (3) = 21

Turn done

"

Amiri wrote:

Hand: Voidglass Armor, Dragonbane Greatsword, Spiked Half-Plate, The Bear,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Hero Points: 2 // Amiri has the following scourges marked:
Exhausted:
While Marked:
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.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pit Gladiator, Giantbane Greataxe, Horn of Battle Clarity, War Drum, Ruan Mirukova, Calistria's Sting, Banner of the Ancient Kings, The Lost, The Trumpet, The Cricket
Recharged: Wounding Spear-axe, Mirror Image,
Discard Pile: Craftsman, Vicious Scythe,
Buried Pile: The Keep,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Charisma d4 ☐ +1
Melee Strength +2
Fortitude Constitution +1
Survival Wisdom +2

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Weapons Armor [X]
POWERS:
On your Strength check or your check against a monster (or a barrier), you may bury a card from your hand (or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring ([ ]and after you close your location, you may draw a card) ([ ]and you may heal a weapon).
At the end of your turn, you may move, any local characters may move with you
[ ]On your ([ ]or another local character's) Melee combat check, you may reload a weapon to add its level.
[ ]When a card would be discarded to bless your combat check, it may be recharged instead.
[ ]When you suffer damage from a bane ([ ]before or) after acting, you may recharge a weapon to reduce the damage to 0.

"


Deck Hander

.
.
.
.

Before Turn:

-- Ezren's Turn --
Hour: Desna's Freedom- On each check, the first blessing played to bless may be played freely.
Location: Mountain - At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.

Start of Turn:
Examine top two cards of deck (Bound Imp, Quarterstaff of Vaulting).
At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
Wisdom 7: 1d8 ⇒ 7
Success

On-Turn Actions
Give a Card: Give Peacock to Pizazz.

Free Exploration: Skeletal Owlbeast
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Recharge Gem of Mental Acuity to use a d12.
Perception 5: 1d12 + 1d8 ⇒ (8) + (3) = 11
Success
Automatic Failure
Noble is discarded for damage.
Skeletal Owlbeast is shuffled into Mountain.

Ending Turn
End of Turn:
Reset: Drawing seven cards (Bound Imp, Quarterstaff of Vaulting, Acadamae Student, Ring of Protection, Good Omen, Enervation, Lightning Bolt).

Ezren wrote:

Hand: Bound Imp, Quarterstaff of Vaulting (Core), Acadamae Student (Core), Ring of Protection (Core), Good Omen, Enervation, Lightning Bolt,

Displayed: False Life,
Deck: 5 Discard: 6 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Magic Eye, Fiery Glare, Fate-reader Lenses, Locate Object, Gem of Mental Acuity (Core),
Discard Pile: The Healing Light, Zellara's Harrow Deck, Clairvoyance, Acadamae Scholar, Chain Lightning, Noble,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +2
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

Role: Mystic Diviner
Adventure Packs: Arcane, Occult, Support
Favored Card: favored
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or a card of a type you choose before examining), you may draw it. (☐ Then you may recharge the top card of your deck.)
On your (☐ or any) turn, you may recharge a spell to examine the top card of your (☐ or any) location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic (☐ or Trigger) card, you may recharge a card to add 1d4 (☐ 1d6).
☑ When you examine the top card of a location or deck, you may examine the top 2 cards instead.
☐ Gain the skill Perception: Wisdom +2. (☐ On your non-combat check, you may discard a card to reroll a die.)


Deckhandler

Pizazz took me up on the offer, so on his turn, recharge the Glorious Warhammer to examine Pharasma's Knowing.

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

Uliah starts the turn at the Mountain. Wisdom 7: 1d10 + 2 ⇒ (9) + 2 = 11 Uliah is invigorated by the hike, not Exhausted.

Exploring the Mountain, Uliah encounters a 1d11 ⇒ 1 Skeletal Owlbeast. Uliah attempts to fight off its bony claws Melee 5: 1d6 + 3 + 1d8 ⇒ (5) + 3 + (2) = 10 Success, and then he pummels it with his longhammer Combat 14: 1d6 + 3 + 1d10 + 1 + 4 + 1d4 + 1 + 1d8 ⇒ (6) + 3 + (6) + 1 + 4 + (1) + 1 + (4) = 26 Success. Still slick with wizard blood, the owlbeast loses its footing and tumbles down the Mountain.

Discarding Pharasma's Knowing to draw a Horse and Magic Full Plate, Uliah recharges the Horse and The Healing Light, and explores into 1d10 ⇒ 6 a Spectre. Uliah's blessed longhammer comes in handy again. Combat 14: 1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 1d8 ⇒ (3) + 3 + (5) + 1 + (2) + 1 + (2) = 17 Success.

Uliah takes a moment to don his armor, then resets his hand, drawing Find Traps, Cure, and Abadar's Law.

At the start of Pizazz's turn, Uliah will cast Cure on Ezren for 1d4 + 1 ⇒ (3) + 1 = 4 cards. At the end of Pizazz's turn, Uliah attempts to recover Cure Divine 8: 1d10 + 5 + 1d4 + 1 ⇒ (10) + 5 + (2) + 1 = 18 Success.

It is Pizazz's turn.

Uliah wrote:

Hand: Retriever, Dwarven Longhammer +1, Find Traps, Abadar's Law,

Displayed: Magic Full Plate (Core),
Deck: 12 Discard: 1 Buried: 0
Current Location: Mountain
Hero Points: 2
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleaving Battleaxe, Wand of Restorative Touch (loot, replaces Sacred Candle)
Recharged: Divine Fortune, Desna's Freedom, Protect, Blessing of Abadar, Soothing Word (DD Reward), Glorious Warhammer, Horse, The Healing Light, Cure,
Discard Pile: Pharasma's Knowing,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Weapons, Divine
POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.


During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Turn: 9, Pizazz/rhynndavrie

Random Cards:

Monsters
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:
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:
Vampiric Mist
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.

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

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:
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:
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:
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:
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:
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.

Weapons
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:
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:
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:
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:
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:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, 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:
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:
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:
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:
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.

Armors
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:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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:
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:
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.

Items
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:
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:
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:
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:
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:
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:
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.

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

Spoiler:
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 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 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:
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.

Hour Power: On your check that invokes the Alchemical or Poison trait, add 1d4.

Current Hour:

Blackfingers:
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.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amiri/JeffCook:
Spoiler:
Hourglass Card 1 Amiri/JeffCook
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 2 Ezren/Nickademus:
Spoiler:
Hourglass Card 2 Ezren/Nickademus
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 3 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 3 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 4 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 4 Pizazz/rhynndavrie
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 5 Amiri/JeffCook:
Spoiler:
Hourglass Card 5 Amiri/JeffCook
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 6 Ezren/Nickademus:
Spoiler:
Hourglass Card 6 Ezren/Nickademus
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.
Hourglass Card 7 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 7 Uliah/Prof._Ravenus_Soleter
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 8 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 8 Pizazz/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 9 Amiri/JeffCook:
Spoiler:
Hourglass Card 9 Amiri/JeffCook
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 10 Ezren/Nickademus:
Spoiler:
Hourglass Card 10 Ezren/Nickademus
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 11 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 11 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 12 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 12 Pizazz/rhynndavrie
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 13 Amiri/JeffCook:
Spoiler:
Hourglass Card 13 Amiri/JeffCook
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 14 Ezren/Nickademus:
Spoiler:
Hourglass Card 14 Ezren/Nickademus
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 15 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 15 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 16 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 16 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 17 Amiri/JeffCook
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.
Hourglass Card 18 Ezren/Nickademus:
Spoiler:
Hourglass Card 18 Ezren/Nickademus
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 19 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 19 Uliah/Prof._Ravenus_Soleter
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 20 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 20 Pizazz/rhynndavrie
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 21 Amiri/JeffCook:
Spoiler:
Hourglass Card 21 Amiri/JeffCook
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.

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: The Bear, Humanbane Rapier, Flaming Shortbow

Ossuary Card 1:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Ossuary Card 2:
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.
Ossuary Card 3:
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.
Ossuary Card 4:
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.
Ossuary Card 5:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* 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. When you attempt this check, treat your dice as if you are affected by this spell.
Ossuary Card 6:
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.
Ossuary Card 7:
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.
Ossuary Card 8:
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.
Ossuary Card 9:
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.
Ossuary Card 10:
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.
Ossuary Card 11:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Ossuary Card 12:
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.
Ossuary Card 13:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Ossuary Card 14:
Corrupted Priestess
None
Story Bane 3
Type: Monster
Traits:
Human
Cleric
To Defeat:
Wisdom 6
then Combat 19
When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.

Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Location #3: 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: 3 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 3
Located/Displayed Here:
Shrine Card 1:
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.
Shrine Card 2:
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.
Shrine Card 3:
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.

Shrine Card 4:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Shrine Card 5:
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.
Shrine Card 6:
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.
Shrine Card 7:
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.
Shrine Card 8:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Shrine Card 9:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Shrine Card 10:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Shrine Card 11:
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.
Shrine Card 12:
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.
Shrine Card 13:
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.
Shrine Card 14:
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.

Location #4: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Pizazz, Uliah, Amiri, Ezren, Gray Maiden Footsoldier, Magic Hide Armor
Mountain Card 1:
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.
Mountain Card 2:
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Mountain Card 3:
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Mountain Card 4:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Mountain Card 5:
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.
Mountain Card 6:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Mountain Card 7:
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.
Mountain Card 8:
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.
Mountain Card 9:
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.

Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here:
Trail Card 1:
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.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
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.
Trail Card 5:
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.
Trail Card 6:
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.
Trail Card 7:
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.
Trail Card 8:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Trail Card 9:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Trail Card 10:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Trail Card 11:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Trail Card 12:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Trail Card 13:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Trail Card 14:
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.


Pizazz Deckhandler

*Whistles some encouragement on book reading to Amiri* (Recharge Djinn)

-----------

Turn 9, Blackfingers
Hour Power: On your check that invokes the Alchemical or Poison trait, add 1d4.

Free explore - Magic Hide Armor

Autofail Magic Hide Armor, banished.

Discard Troubadour to explore. Recharge The Eclipse to recharge the Peacock to bless.

The Big Sky-CtA: Stealth 7: 2d10 + 1 ⇒ (1, 4) + 1 = 6 Fine, take my reroll.

The Big Sky-CtA: Stealth 7: 1d10 + 5 ⇒ (9) + 5 = 14 Success.

Pizazz looks around and notices a thing, but looses his train of thought. He shrugs and moves on. He spies some armor, but that will just slow him down, so he passes it by.

He then spies a Shrine, and decides it's never a bad time to seek divine aid for a challenge ahead. He offers his prayers, but there is some sort of hesitancy that is unusually. He goes through them a second time and feels the sky open up to him.

Convinced he has gained favor, he decides to move on.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Fool's Gold, Horn of Blasting, Ring of Protection (Loot), The Paladin, The Big Sky,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Enhance, Restorative Touch, Norgorber's Shadow, The Juggler, Cat, Drum of Haste, Leech, Mist Horn, Sable Company Marine, Djinn, The Eclipse, The Peacock,
Discard Pile: Pharasma's Knowing, Divine Fortune, Troubadour,
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.


Grand Lodge

deck handler

It is the hour of the desert

Pas void glass armour to Ezren

survival 7: 1d6 + 3 ⇒ (6) + 3 = 9

Still exhausted from last turn

Explore to find the tyrant

fortitude 7: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (4) = 14 standard whistle

Discard said tyrant to explore and find some treacherous tunnels

burying said tyrant to add my fortitude to the srvival check

survival 9: 1d6 + 3 + 1d8 + 2 ⇒ (2) + 3 + (4) + 2 = 11

Discard bear to encounter a grey maiden

Wild location so

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.

reveal dragonbane

combat 15: 2d12 + 5 ⇒ (5, 12) + 5 = 22

"

Amiri wrote:

Hand: Ruan Mirukova, Dragonbane Greatsword, Spiked Half-Plate, War Drum,

Displayed:
Deck: 10 Discard: 3 Buried: 2
Hero Points: 2 // Amiri has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: Ruan reads On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Banner of the Ancient Kings, The Lost, Calistria's Sting, The Trumpet, Giantbane Greataxe, Horn of Battle Clarity, The Cricket, Pit Gladiator
Recharged: Wounding Spear-axe, Mirror Image,
Discard Pile: Craftsman, Vicious Scythe, The Bear,
Buried Pile: The Keep, the tyrant,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Charisma d4 ☐ +1
Melee Strength +2
Fortitude Constitution +1
Survival Wisdom +2

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Weapons Armor [X]
POWERS:
On your Strength check or your check against a monster (or a barrier), you may bury a card from your hand (or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring ([ ]and after you close your location, you may draw a card) ([ ]and you may heal a weapon).
At the end of your turn, you may move, any local characters may move with you
[ ]On your ([ ]or another local character's) Melee combat check, you may reload a weapon to add its level.
[ ]When a card would be discarded to bless your combat check, it may be recharged instead.
[ ]When you suffer damage from a bane ([ ]before or) after acting, you may recharge a weapon to reduce the damage to 0.

"

Cards 6,7,8,9 remains at mountain

random monster #1 used


Deck Hander

.
.
.
.

Before Turn:
Acadamae Scholar, Noble, Healing Light, Chain Lightning are healed.

-- Ezren's Turn --
Hour: Urgathoa's Gluttony - On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Location: Mountain - At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.

Start of Turn:
Examine top two cards of deck (Fate-reader Lenses, The Healing Light).
Automatic Failure
Suffer Exhausted.

On-Turn Actions
Give a Card: Give Voidglass Armor to Uliah.

Banish Bound Imp to draw Fate-reader Lenses, The Healing Light.

Discard Fate-reader Lenses to examine Mountain (Cleaving Battleaxe, Wailing Maidens).
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Automatic Failure
Suffer Dazed.

Free Exploration: Cleaving Battleaxe
Automatic Failure
Cleaving Battleaxe is banished.

Ending Turn
Recovery:
Bound Imp
Arcane 8: 1d12 + 4 ⇒ (2) + 4 = 6
Failure

Ezren wrote:

Hand: Quarterstaff of Vaulting (Core), Acadamae Student (Core), Ring of Protection (Core), Good Omen, Enervation, Lightning Bolt, The Healing Light,

Displayed: False Life,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 1
Acc Reroll: Available // Ezren has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.

If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.

Exhausted:
While Marked:
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.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Noble, Chain Lightning, Gem of Mental Acuity (Core), Magic Eye, Locate Object, Acadamae Scholar, Fiery Glare
Recharged:
Discard Pile: Zellara's Harrow Deck, Clairvoyance, Fate-reader Lenses, Bound Imp,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +2
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

Role: Mystic Diviner
Adventure Packs: Arcane, Occult, Support
Favored Card: favored
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or a card of a type you choose before examining), you may draw it. (☐ Then you may recharge the top card of your deck.)
On your (☐ or any) turn, you may recharge a spell to examine the top card of your (☐ or any) location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic (☐ or Trigger) card, you may recharge a card to add 1d4 (☐ 1d6).
☑ When you examine the top card of a location or deck, you may examine the top 2 cards instead.
☐ Gain the skill Perception: Wisdom +2. (☐ On your non-combat check, you may discard a card to reroll a die.)


During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Turn: 12, Uliah/Prof._Ravenus_Soleter

Random Cards:

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

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

Spoiler:
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:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

Barriers
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:
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:
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.

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:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

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:
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:
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:
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:
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.

Spells
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:
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:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
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 10 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:
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:
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 Chain Mail
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.

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

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:
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:
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.

Allies
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:
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:
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.


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.

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

Spoiler:
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.

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

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

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.

Hour Power: Your non-combat check against a bane is blessed.

Current Hour:

The Uprising:
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.

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 1 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 2 Amiri/JeffCook
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 3 Ezren/Nickademus:
Spoiler:
Hourglass Card 3 Ezren/Nickademus
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.
Hourglass Card 4 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 4 Uliah/Prof._Ravenus_Soleter
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 5 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 5 Pizazz/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 6 Amiri/JeffCook:
Spoiler:
Hourglass Card 6 Amiri/JeffCook
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 7 Ezren/Nickademus:
Spoiler:
Hourglass Card 7 Ezren/Nickademus
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 8 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 8 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 9 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 9 Pizazz/rhynndavrie
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 10 Amiri/JeffCook:
Spoiler:
Hourglass Card 10 Amiri/JeffCook
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 11 Ezren/Nickademus:
Spoiler:
Hourglass Card 11 Ezren/Nickademus
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 12 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 12 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 13 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 13 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 14 Amiri/JeffCook
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.
Hourglass Card 15 Ezren/Nickademus:
Spoiler:
Hourglass Card 15 Ezren/Nickademus
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 16 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 16 Uliah/Prof._Ravenus_Soleter
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 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 17 Pizazz/rhynndavrie
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 18 Amiri/JeffCook:
Spoiler:
Hourglass Card 18 Amiri/JeffCook
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.

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: The Bear, Humanbane Rapier, Flaming Shortbow

Ossuary Card 1:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Ossuary Card 2:
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.
Ossuary Card 3:
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.
Ossuary Card 4:
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.
Ossuary Card 5:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* 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. When you attempt this check, treat your dice as if you are affected by this spell.
Ossuary Card 6:
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.
Ossuary Card 7:
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.
Ossuary Card 8:
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.
Ossuary Card 9:
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.
Ossuary Card 10:
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.
Ossuary Card 11:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Ossuary Card 12:
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.
Ossuary Card 13:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Ossuary Card 14:
Corrupted Priestess
None
Story Bane 3
Type: Monster
Traits:
Human
Cleric
To Defeat:
Wisdom 6
then Combat 19
When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.

Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Location #3: 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: 3 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 3
Located/Displayed Here:
Shrine Card 1:
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.
Shrine Card 2:
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.
Shrine Card 3:
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.

Shrine Card 4:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Shrine Card 5:
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.
Shrine Card 6:
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.
Shrine Card 7:
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.
Shrine Card 8:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Shrine Card 9:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Shrine Card 10:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Shrine Card 11:
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.
Shrine Card 12:
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.
Shrine Card 13:
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.
Shrine Card 14:
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.

Location #4: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Pizazz, Uliah, Amiri, Ezren
Mountain Card 1 (Wailing Maidens):
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.
Mountain Card 2:
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.
Mountain Card 3:
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.

Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here:
Trail Card 1:
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.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
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.
Trail Card 5:
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.
Trail Card 6:
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.
Trail Card 7:
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.
Trail Card 8:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Trail Card 9:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Trail Card 10:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Trail Card 11:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Trail Card 12:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Trail Card 13:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Trail Card 14:
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.


Deckhandler

On Ezren's turrn, Uliah recieves some hand-me-down Voidglass Armor.

Uliah's turn. The hour is The Uprising. When this is the hour: Your non-combat check against a bane is blessed. I'm pretty sure that receiving a blessing does not trigger the scenario's power; providing the blessing does.

At the start of the turn, Uliah attempts to Survive Wisdom 7: 1d10 + 2 ⇒ (2) + 2 = 4 Failure. Uliah is Exhausted.

Recharge Find Traps so Pizazz can recharge a card from discards. I won't be need that this turn... I hope.

Uliah trudges on into the Wailing Maidens. Constitution 8: 2d6 ⇒ (4, 6) = 10 Success, thanks to The Uprising. Wisdom 13: 2d10 + 2 ⇒ (2, 10) + 2 = 14 Success, and defeated.

Discard Abadar's Law to explore. Uliah encounters The Winged Serpent. With some luck and maybe a whistle Uliah might be able to close this location this turn. Wisdom 7: 1d10 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7 Success.

Discard The Winged Serpent to examine the top card of any location (The Ossuary - Impervious Chain Shirt), then if I am not in an encounter (I'm not) I may move (I choose not to) and explore (yes, please).

Uliah encounters a Brain Ooze. Uliah plays his Dwarven Longhammer and some character powers Combat 12: 2d6 + 3 + 1d10 + 1 + 1d4 + 1 ⇒ (6, 5) + 3 + (5) + 1 + (2) + 1 = 23 Uliah smushes the ooze. The Mountain is empty, Uliah buries the Voidglass Armor to close it.

Uliah moves to support the party, probably following Pizazz, but if Pizazz doesn't plan on doing much exploration (and if we split up) Uliah will follow Amiri.

Uliah draws his Cleaving Battleaxe, Wand of Restorative Touch, and Divine Fortune. Depending on how we all move after the Mountain closes, Uliah will use the wand on someone, but he has his eye on Ezren in particular, with his two scourges.

Uliah wrote:

Hand: Retriever, Dwarven Longhammer +1, Cleaving Battleaxe, Wand of Restorative Touch (loot, replaces Sacred Candle), Divine Fortune,

Displayed: Magic Full Plate (Core),
Deck: 11 Discard: 3 Buried: 1
Current Location: Mountain
Hero Points: 2 // Uliah has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Divine Fortune, Desna's Freedom, Protect, Blessing of Abadar, Soothing Word (DD Reward), Glorious Warhammer, Horse, The Healing Light, Cure, Find Traps,
Discard Pile: Pharasma's Knowing, Abadar's Law, The Winged Serpent,
Buried Pile: Amiri's Voidglass Armor,

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

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Weapons, Divine
POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.


Deckhandler

I lost track of a card somehow. Uliah has his Camel in hand, not Divine Fortune.


Everyone must move when the Mountain closed, on Uliah's turn.

During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Turn: 13, Pizazz/rhynndavrie

Random Cards:

Monsters
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.

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

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.

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

Spoiler:
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.

Barriers
Spoiler:
Tangle of Debris
CotCT
Barrier 1
Traits:
Obstacle
To Defeat:
Dexterity
Acrobatics 5
OR Survival 7
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

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:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

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:
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.

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:
Acidic Bolas
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.

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:
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:
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:
Charm Person
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.

Spoiler:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, 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:
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:
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:
Minor Harrowing
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.

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


Armors
Spoiler:
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:
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:
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:
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:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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.

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:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

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:
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:
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:
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.

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:
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:
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:
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:
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.

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

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

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

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: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amiri/JeffCook:
Spoiler:
Hourglass Card 1 Amiri/JeffCook
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 2 Ezren/Nickademus:
Spoiler:
Hourglass Card 2 Ezren/Nickademus
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.
Hourglass Card 3 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 3 Uliah/Prof._Ravenus_Soleter
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 4 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 4 Pizazz/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 5 Amiri/JeffCook:
Spoiler:
Hourglass Card 5 Amiri/JeffCook
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 6 Ezren/Nickademus:
Spoiler:
Hourglass Card 6 Ezren/Nickademus
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 7 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 7 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 8 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 8 Pizazz/rhynndavrie
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 9 Amiri/JeffCook:
Spoiler:
Hourglass Card 9 Amiri/JeffCook
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 10 Ezren/Nickademus:
Spoiler:
Hourglass Card 10 Ezren/Nickademus
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 11 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 11 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 12 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 12 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 13 Amiri/JeffCook
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.
Hourglass Card 14 Ezren/Nickademus:
Spoiler:
Hourglass Card 14 Ezren/Nickademus
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 15 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 15 Uliah/Prof._Ravenus_Soleter
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 16 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 16 Pizazz/rhynndavrie
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 17 Amiri/JeffCook:
Spoiler:
Hourglass Card 17 Amiri/JeffCook
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.

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: The Bear, Humanbane Rapier, Flaming Shortbow

Ossuary Card 1:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Ossuary Card 2:
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.
Ossuary Card 3:
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.
Ossuary Card 4:
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.
Ossuary Card 5:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* 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. When you attempt this check, treat your dice as if you are affected by this spell.
Ossuary Card 6:
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.
Ossuary Card 7:
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.
Ossuary Card 8:
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.
Ossuary Card 9:
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.
Ossuary Card 10:
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.
Ossuary Card 11:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Ossuary Card 12:
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.
Ossuary Card 13:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Ossuary Card 14:
Corrupted Priestess
None
Story Bane 3
Type: Monster
Traits:
Human
Cleric
To Defeat:
Wisdom 6
then Combat 19
When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.

Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Location #3: 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: 3 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 3
Located/Displayed Here:
Shrine Card 1:
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.
Shrine Card 2:
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.
Shrine Card 3:
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.

Shrine Card 4:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
Shrine Card 5:
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.
Shrine Card 6:
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.
Shrine Card 7:
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.
Shrine Card 8:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Shrine Card 9:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Shrine Card 10:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Shrine Card 11:
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.
Shrine Card 12:
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.
Shrine Card 13:
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.
Shrine Card 14:
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.

Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here:
Trail Card 1:
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.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
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.
Trail Card 5:
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.
Trail Card 6:
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.
Trail Card 7:
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.
Trail Card 8:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Trail Card 9:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Trail Card 10:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Trail Card 11:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Trail Card 12:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Trail Card 13:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Trail Card 14:
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.


Pizazz Deckhandler

*Whistling some inspiration for Amiri and Uliah* (Recharge The Big Sky for Amiri and Ring of Prot for Uliah)

Recharge Troubadour thanks to Uliah's healing.

----------------

Pizazz heads off to the Shrine.

Fool's Good to aid Diplomacy check.

Mad Prophet-CtD: Diplomacy 12 (6+3+3): 2d10 + 5 ⇒ (1, 6) + 5 = 12 Success, drawing Lady of Valor for success.

Discard Lady of Valor to explore, recharge Frost Ray for scenario effect.

Gorum's Iron-CtA: Divine 7: 1d10 + 6 ⇒ (2) + 6 = 8 Success, acquired.

Discard Gorum's Iron to explore, recharge Horn of Blasting for scenario.

Fool's Gold-CtA: Divine 7: 1d10 + 6 ⇒ (1) + 6 = 7 Success, acquired.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile.
Fool's Gold: Arcane/Divine 9: 1d10 + 6 ⇒ (10) + 6 = 16 -> Fool's Gold recharged.
Pizazz resets his hand.

Pizazz opts to head to the Shrine to pick up some blessings to aid everyone for the future. Unfortunately the SHrine is being blocked by some Mad Prophet. But Pizazz knows how to handle these sorts. Command performance! As the crowd disperses from the Prophet to listen to Pizazz's crooning and the occassional whistling, Pizazz slowly backs into the Shrine.

No altercation and the Shrine guardians offer him a blessing from both Iomedae and Gorum. They also offer up a scroll to enhance his sweet voice.

Pizazz is happy to take the gifts and offers to stick around for a bit to clean up the Shrine since he's pretty sure something evil has snuck in.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Fool's Gold 2, Enhance, Restorative Touch, Norgorber's Shadow, The Paladin, The Juggler,

Displayed:
Deck: 14 Discard: 4 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Cat, Drum of Haste, Leech, Mist Horn, Sable Company Marine, Djinn, The Eclipse, The Peacock, Troubadour, The Big Sky, Ring of Protection (Loot), Frost Ray, Horn of Blasting, Fool's Gold,
Discard Pile: Pharasma's Knowing, Divine Fortune, Lady of Valor, Gorum's Iron,
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.


Grand Lodge

deck handler

Amiri has followed pizazz to the shrine

Hourglass Card 1 Amiri/JeffCook
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.

Grand Lodge

deck handler

Hand war drum to pizazz display spiked plate then explore shrine

Boggard meet sword

Melee 10: 2d12 + 5 ⇒ (7, 10) + 5 = 22

Discard Ruan to explore first healing vicious scythe

Pizazz recharges war drum Sarenraes light acquired and discarded for explore

The joke pizazz recharges juggler

intelligence 7: 2d6 ⇒ (2, 6) = 8

Discard to encounter lamashtus madness

Pizzazz enhances Amiris connection to the divine adding 4 to her divine skill

divine 8: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10 recharge lamashtus madness to explore

Fighting gargoyle with magic sword

melee 15: 2d12 + 9 ⇒ (9, 2) + 9 = 20

Then 1d4 ⇒ 4 fights a deadfall scorpion Pizzazz

Shrine cards 4-8 explored

Pizazz has played enhance and recharged juggler and amiris war drum will post end of turn hand separately

Grand Lodge

deck handler

"

Amiri wrote:

Hand: The Lost, Dragonbane Greatsword, The Trumpet, Calistria's Sting,

Displayed: Spiked Half-Plate,
Deck: 9 Discard: 5 Buried: 2
Hero Points: 2 // Amiri has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: Blessings available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mirror Image, Pit Gladiator, Giantbane Greataxe, The Cricket, Wounding Spear-axe, Vicious Scythe, Horn of Battle Clarity, Banner of the Ancient Kings
Recharged: Lamashtus Madness,
Discard Pile: Craftsman, Sarenraes Light, The Bear, The Joke, Ruan Mirukova,
Buried Pile: The Keep, the tyrant,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Charisma d4 ☐ +1
Melee Strength +2
Fortitude Constitution +1
Survival Wisdom +2

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Weapons Armor [X]
POWERS:
On your Strength check or your check against a monster (or a barrier), you may bury a card from your hand (or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring ([ ]and after you close your location, you may draw a card) ([ ]and you may heal a weapon).
At the end of your turn, you may move, any local characters may move with you
[ ]On your ([ ]or another local character's) Melee combat check, you may reload a weapon to add its level.
[ ]When a card would be discarded to bless your combat check, it may be recharged instead.
[ ]When you suffer damage from a bane ([ ]before or) after acting, you may recharge a weapon to reduce the damage to 0.

"


Ezren and Uliah must move when the Mountain closed, on Uliah's turn.
Pizazz must summon a Deadfall Scorpion from Lamashtu's Madness, on Amiri's turn.

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.

During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Turn: 15, Ezren/Nickademus

Random Cards:

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

Spoiler:
Unseen Sentinel
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.

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

Spoiler:
Gargoyle
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.

Spoiler:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or 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:
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:
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:
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:
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.

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:
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:
Acidic Bolas
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.

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

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


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

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.


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:
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:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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:
Helm of the Valkyrie
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.

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

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:
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:
Noble
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

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.

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

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 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 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 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.

Hour Power: 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.

Current Hour:

The Rabbit Prince:
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.

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 Pizazz/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
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 4 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 6 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 Pizazz/rhynndavrie
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 Ezren/Nickademus
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 9 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 10 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 Pizazz/rhynndavrie
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 11 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
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.
Hourglass Card 12 Ezren/Nickademus:
Spoiler:
Hourglass Card 12 Ezren/Nickademus
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter
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 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 14 Pizazz/rhynndavrie
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 15 Amiri/JeffCook:
Spoiler:
Hourglass Card 15 Amiri/JeffCook
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.

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 4 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: The Bear, Humanbane Rapier, Flaming Shortbow

Ossuary Card 1:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Ossuary Card 2:
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.
Ossuary Card 3:
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.
Ossuary Card 4:
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.
Ossuary Card 5:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* 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. When you attempt this check, treat your dice as if you are affected by this spell.
Ossuary Card 6:
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.
Ossuary Card 7:
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.
Ossuary Card 8:
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.
Ossuary Card 9:
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.
Ossuary Card 10:
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.
Ossuary Card 11:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Ossuary Card 12:
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.
Ossuary Card 13:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Ossuary Card 14:
Corrupted Priestess
None
Story Bane 3
Type: Monster
Traits:
Human
Cleric
To Defeat:
Wisdom 6
then Combat 19
When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.

Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Location #3: 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: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here:
Shrine Card 1:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Shrine Card 2:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Shrine Card 3:
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.
Shrine Card 4:
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.
Shrine Card 5:
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.
Shrine Card 6:
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.

Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here:
Trail Card 1:
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.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
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.
Trail Card 5:
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.
Trail Card 6:
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.
Trail Card 7:
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.
Trail Card 8:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Trail Card 9:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Trail Card 10:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Trail Card 11:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Trail Card 12:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Trail Card 13:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Trail Card 14:
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.


Deck Hander

.
.
.
.

Before Turn:
Uliah uses Wand of Restorative Touch to heal 1d4 + 1 ⇒ (4) + 1 = 5 cards and remove Dazed and Exhausted.
Zellara's Harrow Deck, Clairvoyance, Fate-reader Lenses, Bound Imp are healed.

-- Ezren's Turn --
Hour: The Rabbit Prince - 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.
Location: Shrine - On your Divine checks, add 2.

Start of Turn:
Examine top two cards of deck (Gem of Mental Acuity, Acadamae Scholar).

On-Turn Actions
Free Exploration: Gozreh's Growth
Automatic Failure
The Healing Light is buried.

Ending Turn
Reset: Drawing one card (Gem of Mental Acuity).

Ezren wrote:

Hand: Quarterstaff of Vaulting (Core), Acadamae Student (Core), Ring of Protection (Core), Good Omen, Enervation, Lightning Bolt, Gem of Mental Acuity (Core),

Displayed: False Life,
Deck: 10 Discard: 0 Buried: 1
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clairvoyance, Noble, Zellara's Harrow Deck, Acadamae Scholar, Magic Eye, Bound Imp, Fiery Glare, Chain Lightning, Fate-reader Lenses, Locate Object
Recharged:
Discard Pile:
Buried Pile: The Healing Light,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +2
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

Role: Mystic Diviner
Adventure Packs: Arcane, Occult, Support
Favored Card: favored
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or a card of a type you choose before examining), you may draw it. (☐ Then you may recharge the top card of your deck.)
On your (☐ or any) turn, you may recharge a spell to examine the top card of your (☐ or any) location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic (☐ or Trigger) card, you may recharge a card to add 1d4 (☐ 1d6).
☑ When you examine the top card of a location or deck, you may examine the top 2 cards instead.
☐ Gain the skill Perception: Wisdom +2. (☐ On your non-combat check, you may discard a card to reroll a die.)


Pizazz Deckhandler

*Whistles up a storm for Amiri* (Recharge War Drum and The Juggler)

Display Enhance for Divine on Amiri.

Reveal Deathbane Crossbow for combat, exhausted so can't bless.

Scorpion-CtD: Combat 13: 1d8 + 1d8 + 1 ⇒ (4) + (4) + 1 = 9 Failure, 4 poison, then 1 more for AYA, all remaining hand in discard, and Pizazz is Poisoned.

Pizazz attempts to recover all cards in his Recovery pile.
Enhance: Arcane/Divine 7: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15 -> Enhance recharged.

Pizazz wrote:

Hand:

Displayed:
Deck: 17 Discard: 9 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Exhausted:
While Marked:
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.

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

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


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Cat, Drum of Haste, Leech, Mist Horn, Sable Company Marine, Djinn, The Eclipse, The Peacock, Troubadour, The Big Sky, Ring of Protection (Loot), Frost Ray, Horn of Blasting, Fool's Gold, War Drum, The Juggler, Enhance,
Discard Pile: Pharasma's Knowing, Divine Fortune, Lady of Valor, Gorum's Iron, Norgorber's Shadow, Deathbane Light Crossbow, Fool's Gold 2, Restorative Touch, The Paladin,
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Deckhandler

As we discussed in the Discord chat, we are interpreting The Winged Serpent's power "... then if you are not in an encounter, you may move and explore." as requiring the movement if the player wants to explore. So to stay at the Mountain and close it, Uliah chose to fail the Wisdom check and buried his Retriever. Uliah drew Divine Fortune while resetting his hand. When the Mountain closes, Uliah moves to the Shrine with the rest of the party.

Uliah heals Ezren with the Wand of Restorative Touch. At the end of that turn, Uliah attempts to recharge the wand. Divine 12: 1d10 + 5 + 1d4 + 1 + 2 ⇒ (8) + 5 + (1) + 1 + 2 = 17 Success.

Uliah's turn. The hour is The Wind and the Waves. When this is the hour: At the start of the turn, any character may recharge a card to move. No, thank you.

Uliah recharges Divine Fortune so Pizazz can recharge a card from discards.

Uliah explores into the Shrine and discovers it has been profaned by a Lich. Uliah fends off its unnatural aura with his faith and his camel Divine 7: 1d10 + 5 + 1d4 + 1 + 1d8 + 2 ⇒ (3) + 5 + (4) + 1 + (2) + 2 = 17 Success. He strikes at the Lich with his Dwarven Longhammer Combat 18: 1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 1d8 ⇒ (5) + 3 + (3) + 1 + (1) + 1 + (8) = 22 Success. Uliah swings again to finish it off Combat 17: 1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 1d8 ⇒ (4) + 3 + (8) + 1 + (3) + 1 + (6) = 26 Success.

Clearly this is a Shrine to sinister gods, so Uliah attempts to close it. Divine 8: 1d10 + 5 + 1d4 + 1 + 2 ⇒ (10) + 5 + (1) + 1 + 2 = 19 Success. A quick look through the rest of the Shrine shows no villain, so the Shrine is closed and Uliah follows the party to the next location. Uliah draws Cayden Cailean's Revelry.

Resetting his hand, Uliah draws Desna's Freedom. It is Pizazz's turn.

Uliah wrote:

Hand: Camel, Dwarven Longhammer +1, Cleaving Battleaxe, Cayden Cailean's Revelry, Desna's Freedom,

Displayed: Magic Full Plate (Core),
Deck: 10 Discard: 3 Buried: 2
Current Location: with Amiri
Hero Points: 2 // Uliah has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Protect, Blessing of Abadar, Soothing Word (DD Reward), Glorious Warhammer, Horse, The Healing Light, Cure, Find Traps, Wand of Restorative Touch (loot, replaces Sacred Candle), Divine Fortune,
Discard Pile: Pharasma's Knowing, Abadar's Law, The Winged Serpent,
Buried Pile: Amiri's Voidglass Armor, Retriever,

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

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Weapons, Divine
POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.


Pizazz Deckhandler

Pizazz feels a bit better under Uliah's administration. Recharge Pharasma's Knowing from discard.

On closing, move to Ossuary.

-----------

Turn 17, The Owl
Hour Power: Your Survival check is blessed.

Pizazz ponders exploring some more on arrival, but really is super tired, so he opts to take 5 before anything else goes down.

He curls up in a corner and feels a bit better.

End of move step, end turn to remove Exhausted.

Reset hand to end turn, recharge The Eclipse due to Poisoned.

-------

Pizazz wrote:

Hand: Drum of Haste, Mist Horn, Cat, Leech, Sable Company Marine, Djinn,

During Amiri's turn use Leech to heal.

Leech Heal: 1d4 - 1 ⇒ (4) - 1 = 3 Pizazz is healed for 3: (Deathbane Light Crossbow, Lady of Valor, The Paladin). Deck shuffled.

Pizazz wrote:

Hand: Drum of Haste, Mist Horn, Cat, Sable Company Marine, Djinn,

Displayed:
Deck: 16 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 5
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): War Drum, Frost Ray, Deathbane Light Crossbow, Troubadour, The Paladin, The Big Sky, The Eclipse, Lady of Valor, Leech, Enhance, The Juggler, Pharasma's Knowing, Ring of Protection (Loot), The Peacock, Horn of Blasting, Fool's Gold
Recharged:
Discard Pile: Divine Fortune, Gorum's Iron, Norgorber's Shadow, Fool's Gold 2, Restorative Touch,
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.


Grand Lodge

deck handler

Amiri moves to the ossurrary That bone place It then is the hour of the avalanche

A chain shirt

Pizazz whistles for a level 3 boon (drum)

fort 11: 1d8 + 2 + 1d6 + 5 ⇒ (2) + 2 + (1) + 5 = 10

ah not wasting a reroll on armour 3 lets discard the lost to explore

Flaming shortbow pass

Discard calistras sting to explore again

melee 11: 1d12 + 3 ⇒ (12) + 3 = 15

Discard the trumpet for another explore

Desnas freedom

Pizazz whistle the cat to auto acquire

Discard to move to the trail

wisdom 6: 1d6 + 1 ⇒ (6) + 1 = 7

Explore to find an acid spraying skull bury calistras sting to add my fortitude

dexterity 4+3: 1d6 + 1d8 + 1 ⇒ (4) + (4) + 1 = 9

End turn Draw hand

Grand Lodge

deck handler

"

Amiri wrote:

Hand: Humanbane Rapier, Dragonbane Greatsword, Banner of the Ancient Kings, Vicious Scythe,

Displayed: Spiked Half-Plate,
Deck: 7 Discard: 7 Buried: 3
Hero Points: 2 // Amiri has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: Blessings available
Movement: Display and discard banner of ancient kings to remove 1d4 scourges
Other: Discard humanbane rapier to guard trail

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pit Gladiator, Giantbane Greataxe, Wounding Spear-axe, Horn of Battle Clarity, The Cricket, Mirror Image
Recharged: Lamashtus Madness,
Discard Pile: Craftsman, Sarenraes Light, The Bear, The Joke, Ruan Mirukova, The Lost, The Trumpet,
Buried Pile: The Keep, the tyrant, Calistria's Sting,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Charisma d4 ☐ +1
Melee Strength +2
Fortitude Constitution +1
Survival Wisdom +2

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Weapons Armor [X]
POWERS:
On your Strength check or your check against a monster (or a barrier), you may bury a card from your hand (or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring ([ ]and after you close your location, you may draw a card) ([ ]and you may heal a weapon).
At the end of your turn, you may move, any local characters may move with you
[ ]On your ([ ]or another local character's) Melee combat check, you may reload a weapon to add its level.
[ ]When a card would be discarded to bless your combat check, it may be recharged instead.
[ ]When you suffer damage from a bane ([ ]before or) after acting, you may recharge a weapon to reduce the damage to 0.

"


Pizazz Deckhandler

*Whistles for some Armor acquisition* (Recharge Drum)

*Whistles about freedom and cats* (Recharge Cat)

Pizazz wrote:

Hand: Mist Horn, Sable Company Marine, Djinn,

Displayed:
Deck: 18 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Horn of Blasting, The Peacock, Lady of Valor, The Eclipse, Troubadour, Frost Ray, Ring of Protection (Loot), The Juggler, Enhance, Pharasma's Knowing, The Paladin, War Drum, Deathbane Light Crossbow, Fool's Gold, The Big Sky, Leech
Recharged: Drum of Haste, Cat,
Discard Pile: Divine Fortune, Gorum's Iron, Norgorber's Shadow, Fool's Gold 2, Restorative Touch,
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.


Grand Lodge

deck handler

At the start of ezrens turn Amiri displays and discards the banner of ancient kings removing 1d4 ⇒ 2scourges

So poisoned from pizazz and exhausted from Ulliah


Ezren must move when the Shrine closed, on Uliah's turn.

During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Turn: 19, Ezren/Nickademus

Random Cards:

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

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

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.

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

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

Barriers
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:
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:
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.

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:
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.

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:
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:
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:
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.

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

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

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:
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:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, 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.


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

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:
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:
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:
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.

Items
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:
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:
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:
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:
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.


Allies
Spoiler:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

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

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.

Blessings
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.

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

Hour Power: When you suffer damage, suffer the scourge Plagued.

Current Hour:

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

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 Pizazz/rhynndavrie
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 4 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
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 5 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 6 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 Pizazz/rhynndavrie
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
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.
Hourglass Card 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 Ezren/Nickademus
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter
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 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
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.

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Pizazz, Uliah, The Bear

Ossuary Card 1:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* 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. When you attempt this check, treat your dice as if you are affected by this spell.
Ossuary Card 2:
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.
Ossuary Card 3:
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.
Ossuary 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.
Ossuary Card 5:
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.
Ossuary Card 6:
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.
Ossuary Card 7:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Ossuary Card 8:
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.
Ossuary Card 9:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Ossuary Card 10:
Corrupted Priestess
None
Story Bane 3
Type: Monster
Traits:
Human
Cleric
To Defeat:
Wisdom 6
then Combat 19
When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.

Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: Amiri
Trail Card 1:
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.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
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.
Trail Card 5:
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.
Trail Card 6:
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.
Trail Card 7:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Trail Card 8:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Trail Card 9:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Trail Card 10:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Trail Card 11:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Trail Card 12:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Trail Card 13:
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.


Deck Hander

.
.
.
.

Before Turn:

-- Ezren's Turn --
Hour: The Sickness - When you suffer damage, suffer the scourge Plagued.
Location: Ossuary - On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

Start of Turn:
Examine top two cards of deck (Acadamae Scholar, Chain Lightning).
Draw Chain Lightning.

On-Turn Actions
Free Exploration: Embiggen
Arcane 8: 1d12 + 5 ⇒ (10) + 5 = 15
Success
Embiggen is acquired.

Recharge Lightning Bolt to examine Ossuary (Ghoul).

Recharge Good Omen to Explore: Ghoul
Display Chain Lightning. Use Chain Lightning to use Arcane + 3d6.
Combat 18: 1d12 + 3d6 + 1d8 + 5 ⇒ (9) + (2, 5, 6) + (1) + 5 = 28
Success
Ghoul is banished.

Discard Acadamae Student to Explore: Ghost
Use Chain Lightning to use Arcane + 3d6.
Combat 18: 1d12 + 3d6 + 1d8 + 5 ⇒ (6) + (6, 3, 3) + (7) + 5 = 30
Success
Ghost is banished.

Recharge Enervation to examine Ossuary (Concealed Hatch).

Ending Turn
End of Turn: Banish Chain Lightning.
Recovery:
Chain Lightning
Arcane 13: 1d12 + 5 ⇒ (9) + 5 = 14
Success
Reset: Drawing three cards (Bound Imp, Clairvoyance).

On Uliah's Turn:
After Uliah's turn starts banish Bound Imp to draw 2 cards (Noble, Fiery Glare)

Banish Clairvoyance to examine Ossuary (Concealed Hatch, White War Paint, Ghoul Bat).
Replace in the following order: White War Paint, Ghoul Bat, Concealed Hatch.

Ezren wrote:

Hand: Quarterstaff of Vaulting (Core), Ring of Protection (Core), Gem of Mental Acuity (Core), Embiggen, Acadamae Scholar, Noble, Fiery Glare,

Displayed: False Life,
Deck: 8 Discard: 1 Buried: 1
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Eye, Fate-reader Lenses, Zellara's Harrow Deck, Locate Object
Recharged: Lightning Bolt, Good Omen, Enervation, Chain Lightning,
Discard Pile: Acadamae Student (Core),
Buried Pile: The Healing Light,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Intelligence +2
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

Role: Mystic Diviner
Adventure Packs: Arcane, Occult, Support
Favored Card: favored
Hand Size: 6 ☑ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell (☐ or a card of a type you choose before examining), you may draw it. (☐ Then you may recharge the top card of your deck.)
On your (☐ or any) turn, you may recharge a spell to examine the top card of your (☐ or any) location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic (☐ or Trigger) card, you may recharge a card to add 1d4 (☐ 1d6).
☑ When you examine the top card of a location or deck, you may examine the top 2 cards instead.
☐ Gain the skill Perception: Wisdom +2. (☐ On your non-combat check, you may discard a card to reroll a die.)


Deckhandler

Uliah moves with the party to the Ossuary when the Shrine closes.

Thanks to Amiri's majorette performance with the Banner of Ancient Kings, Uliah gts his second wind and is no longer Exhausted.

Uliah's turn. the hour is The Fiend. When this is the hour: When you suffer a scourge on your turn, each local character suffers it.

Recharge Desna's Freedom so Ezren can recharge a card from discards.

Exploring into the Ossuary, Uliah finds a jar of White War Paint. Divine 5: 1d10 + 5 + 1d4 + 1 ⇒ (7) + 5 + (3) + 1 = 16 Success. Display the War Paint.

Discard Cayden Cailean's Revelry to explore into the Ghoul Bat. Constitution 8: 1d6 + 1d8 + 1d8 ⇒ (6) + (5) + (7) = 18 Success. Combat 12: 1d6 + 3 + 1d8 + 1d4 + 1 + 1d10 + 1 + 1d8 ⇒ (3) + 3 + (6) + (2) + 1 + (5) + 1 + (6) = 27 Success.

Uliah will leave the hatch for someone with better Strength or Disable. Resetting his hand, Ulaih draws Protect and Blessing of Abadar.

It is Pizazz's turn.

Uliah wrote:

Hand: Camel, Dwarven Longhammer +1, Cleaving Battleaxe, Protect, Blessing of Abadar,

Displayed: Magic Full Plate (Core), White War Paint,
Deck: 9 Discard: 4 Buried: 2
Current Location: Ossuary
Hero Points: 2
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Soothing Word (DD Reward), Glorious Warhammer, Horse, The Healing Light, Cure, Find Traps, Wand of Restorative Touch (loot, replaces Sacred Candle), Divine Fortune, Desna's Freedom,
Discard Pile: Pharasma's Knowing, Abadar's Law, The Winged Serpent, Cayden Cailean's Revelry,
Buried Pile: Amiri's Voidglass Armor, Retriever,

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

Favored Card: Ally
Hand Size: 5 ☐ 6
Proficiencies:
Armor, Weapons, Divine
POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.


Pizazz Deckhandler

Turn 22, The Eternal Rose
Hour Power: When you encounter a monster, you may evade it.

Start of turn, pass Sable Company Marine to Ezren.

Concealed Hatch-BYA: Intelligence 5: 1d8 ⇒ 7 No harder.

Concealed Hatch-CtD: Disable 3: 1d4 ⇒ 4 Banished.

Recharge Djinn to draw a card - Frost Ray and shuffle deck.

Pizazz looks carefully at the Concealed Hatch and is about to give up when he lucks into the exact place to push on the Concealed Hatch to unlatch it. It springs open and Pizazz sticks his head down into the tunnel. Dark down there, he decides to arm up a bit before heading down.

Pizazz wrote:

Hand: Frost Ray, Enhance, Mist Horn, Leech, Djinn, The Juggler, The Peacock,

Displayed:
Deck: 13 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Drum of Haste, The Big Sky, The Paladin, Lady of Valor, Horn of Blasting, War Drum, The Eclipse, Cat, Pharasma's Knowing, Deathbane Light Crossbow, Ring of Protection (Loot), Troubadour, Fool's Gold
Recharged:
Discard Pile: Divine Fortune, Gorum's Iron, Norgorber's Shadow, Fool's Gold 2, Restorative Touch,
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.


Grand Lodge

deck handler

The hour of the Survivor

Amiri explores the trail and meets an undead priest

Your friends have abandoned you it sneers

Discard scythes and recharge spiked plate

comabat 20: 1d12 + 3 + 2d10 + 2 + 1d4 ⇒ (2) + 3 + (7, 3) + 2 + (3) = 20

Your puny god has abandoned you

No blessing to bury

Out of explores ends turn and resets

"

Amiri wrote:

Hand: Humanbane Rapier, Dragonbane Greatsword, Giantbane Greataxe, Mirror Image,

Displayed:
Deck: 6 Discard: 9 Buried: 3
Hero Points: 2 // Amiri has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: Blessings available
Movement: Display and discard banner of ancient kings to remove 1d4 scourges
Other: Discard humanbane rapier to guard trail

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Horn of Battle Clarity, The Cricket, Wounding Spear-axe, Pit Gladiator
Recharged: Lamashtus Madness, Spiked Half-Plate,
Discard Pile: Craftsman, Sarenraes Light, The Bear, The Joke, Ruan Mirukova, Banner of the Ancient Kings, The Lost, The Trumpet, Vicious Scythe,
Buried Pile: The Keep, the tyrant, Calistria's Sting,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Charisma d4 ☐ +1
Melee Strength +2
Fortitude Constitution +1
Survival Wisdom +2

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Weapons Armor [X]
POWERS:
On your Strength check or your check against a monster (or a barrier), you may bury a card from your hand (or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring ([ ]and after you close your location, you may draw a card) ([ ]and you may heal a weapon).
At the end of your turn, you may move, any local characters may move with you
[ ]On your ([ ]or another local character's) Melee combat check, you may reload a weapon to add its level.
[ ]When a card would be discarded to bless your combat check, it may be recharged instead.
[ ]When you suffer damage from a bane ([ ]before or) after acting, you may recharge a weapon to reduce the damage to 0.

"

Grand Lodge

deck handler

As per chat Amiri buries the joke instead of recharging the armour

As the three rolled from armour is replaced by a d8 +2 still defeated

"

Amiri wrote:

Hand: Humanbane Rapier, Dragonbane Greatsword, Giantbane Greataxe, Mirror Image,

Displayed: Spiked Half-Plate,
Deck: 5 Discard: 8 Buried: 4
Hero Points: 2 // Amiri has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: Blessings available
Other: Discard humanbane rapier to guard trail

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pit Gladiator, Horn of Battle Clarity, The Cricket, Wounding Spear-axe
Recharged: Lamashtus Madness,
Discard Pile: Craftsman, Sarenraes Light, The Bear, Ruan Mirukova, Banner of the Ancient Kings, The Lost, The Trumpet, Vicious Scythe,
Buried Pile: The Keep, the tyrant, Calistria's Sting, The Joke,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Charisma d4 ☐ +1
Melee Strength +2
Fortitude Constitution +1
Survival Wisdom +2

Favored Card: Weapon
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Weapons Armor [X]
POWERS:
On your Strength check or your check against a monster (or a barrier), you may bury a card from your hand (or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring ([ ]and after you close your location, you may draw a card) ([ ]and you may heal a weapon).
At the end of your turn, you may move, any local characters may move with you
[ ]On your ([ ]or another local character's) Melee combat check, you may reload a weapon to add its level.
[ ]When a card would be discarded to bless your combat check, it may be recharged instead.
[ ]When you suffer damage from a bane ([ ]before or) after acting, you may recharge a weapon to reduce the damage to 0.

"


During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 3, and all other Harrow blessings as being level 2.

During This Scenario: Harrow Suit: Shields

Before blessing a check, recharge a card.

When you would move from an open location, succeed at a Wisdom 6 check or you do not move and instead bury a card.

When you fail to acquire a blessing, bury a card either from your hand or the hourglass.

Additional Rules:

Villain: Corrupted Priestess:
Monster Story Bane 3

Traits:
Human
Cleric

To Defeat:
Wisdom 6
THEN
Combat 19

When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.
Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Closing Henchmen: Mummy:
Monster Story Bane 2

Traits:
Mummy
Undead
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


Closing Henchmen: Plague Zombie:
Monster Story Bane 2

Traits:
Disease
Undead
Veteran
Zombie

To Defeat:
Combat 10
THEN
Combat 11+##

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


Closing Henchmen: 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: Lich:
Monster Story Bane 3

Traits:
Lich
Undead
Veteran

To Defeat:
Combat 12+##
THEN
Combat 11+##

Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.


Closing Henchmen: Wight:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


Danger: Wraith:
Monster Story Bane 2

Traits:
Incorporeal
Undead
Veteran
Wraith

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.

Party Tracker

Scenario Level (#): 3

Turn: 23, Ezren/Nickademus

Random Cards:

Monsters
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.

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

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.

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:
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:
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.

Spoiler:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

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.

Weapons
Spoiler:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

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:
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 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:
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:
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:
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:
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:
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:
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 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:
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:
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:
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:
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:
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:
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:
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:
The Unveiling
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 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:
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:
Noble
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

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

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

Spoiler:
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.

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 Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.

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.

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: 7

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter
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.
Hourglass Card 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 Pizazz/rhynndavrie
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
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.
Hourglass Card 4 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter
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 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 Pizazz/rhynndavrie
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 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
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.

Location #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Pizazz, Uliah, Ezren, The Bear

Ossuary Card 1:
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Ossuary Card 2:
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.
Ossuary Card 3:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Ossuary Card 4:
Corrupted Priestess
None
Story Bane 3
Type: Monster
Traits:
Human
Cleric
To Defeat:
Wisdom 6
then Combat 19
When you encounter this monster, each character must succeed at a Wisdom 6 check or they cannot guard their location and must bury a card.

Before acting, a random local character summons and encounters the story bane Skeletal Steed; if it is not defeated, suffer 1d4 Combat damage.


Location #5: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: Amiri
Trail Card 1:
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.
Trail Card 2:
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.
Trail Card 3:
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.
Trail Card 4:
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.
Trail Card 5:
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.
Trail Card 6:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Trail Card 7:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Trail Card 8:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Trail Card 9:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Trail Card 10:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Trail Card 11:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Trail Card 12:
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.

1 to 50 of 554 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG] [NostalgiaCon] Year of Reborn Strife - EmpTyger All Messageboards

Want to post a reply? Sign in.