[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


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Deckhandler

Uliah will move to Storehouse #2 with Pizazz and Amiri for now.

Grand Lodge

deck handler

as per chat missed scenario rule about recharging cards

cards recharged: 1d4 ⇒ 2

horn of battle clarity and earthbreaker recharged (earthbreaker first)

"

Amiri wrote:

Hand: Cape of Escape, Soldier, Korvosan Guard, Scythe, Battleaxe,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available
Movement: Sticking close to pizazz

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Longspear, Crowbar, War Drum, Prayer, Spiked Breastplate, Benefaction
Recharged: Earthbreaker, Horn of Battle Clarity,
Discard Pile: The Keep, Helm, Orison,
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 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Armor [ ]
POWERS:
On your strength check or your check against a monster, You may bury a card from your hand (x 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)
At the end of your turn, you may move, any local characters may move with you

"


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: The Empty Throne - On your check, you may banish a boon to reroll a die.
Location: Laboratory - When you fail a check to defeat a bane, suffer 1 Acid damage.

Start of Turn:
Examine top of deck (Leech).

On-Turn Actions
Free Exploration: Thieves' Tools
Dexterity 4: 1d6 ⇒ 2
Success Failure
Thieves' Tools is banished.
Discard Bracers of Protection.

Banish Soothing Word to heal a card.
Locate Object is healed.

Recharge Fiery Glare to examine Laboratory (Clockwork Guardian).

Discard Force Missile to Explore: Clockwork Guardian
Recharge Acadamae Student to add 1d4. Reveal Spellbook to add 1d4.
Arcane 8: 1d12 + 2d4 + 2 ⇒ (8) + (1, 3) + 2 = 14
Success
Clockwork Guardian is banished.
Returning Throwing Axe is drawn.

Closing Location: Succeed at an Intelligence or Craft 5+# check.
Recharge 1d4 ⇒ 1 cards.
Returning Throwing Axe is recharged.
Ask Uliah to discard Prayer to bless.
Intelligence 6: 2d12 ⇒ (1, 6) = 7
Success
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
Summon Commune, Toxic Cloud, and Elemental Treaty.
Encounter Elemental Treaty
Reveal Spellbook to add 1d4.
Automatic Success.
Elemental Treaty is acquired.
Immediate Move: Moving to Storehouse #4.
Location: Storehouse #4 - Treat your hand size as 1 larger.

Recharge Elemental Treaty to examine Storehouse #4 (Flaming Shortbow).

Ending Turn
Recovery:
Soothing Word
Reveal Spellbook to add 1d4.
Arcane 11: 1d12 + 1d4 + 2 ⇒ (1) + (3) + 2 = 6
Failure
Reset: Drawing six cards (Sling, Magic Eye, Leech, Codex, Lightning Touch, Locate Object).

On Uliah's Turn:
After Uliah's turn starts, recharge Leech to heal Amiri 1d4 - 1 ⇒ (2) - 1 = 1 cards.
After the Flaming Shortbow is encountered, banish Magic Eye to examine Storehouse #4 (look at cards then).
Recovery:
Magic Eye
Reveal Spellbook to add 1d4.
Arcane 9: 1d12 + 1d4 + 2 ⇒ (5) + (2) + 2 = 9
Success

Random Cards Used: Weapon 1 (Returning Throwing Axe acquired), Spell 1-3 (Elemental Treaty acquired)
Party Resources Expended: Prayer from Uliah discarded.
Actions Still Needed:
Examine top 3 of Storehouse #4 after someone encounters Flaming Shortbow.

Ezren wrote:

Hand: Spellbook (Core), Sling (Core), Codex (Core), Lightning Touch, Locate Object,

Displayed: False Life,
Deck: 9 Discard: 4 Buried: 0
Hero Points: 0
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Servant, Detect Magic (Core), Token of Remembrance (Core)
Recharged: Fiery Glare, Acadamae Student (Core), Returning Throwing Axe, Elemental Treaty, Leech, Magic Eye,
Discard Pile: Harrower, Bracers of Protection (Core), Force Missile, Soothing Word,
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

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, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).


Deckhandler

Uliah's Turn. The hour is The Mountain Man. When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. I wish I had that for the armor instead of this bow.

Amiri need healing, so I'll stay here. At the end of my move step I recharge a Divine card (Find Traps) so Amiri can recharge a random card from her discard pile. I'll let Amiri decide if she wants us to resolve the heal from the Leech or the unshuffled recharge from my power first.

I explore into the Flaming Shortbow. Pizazz whistles in appreciation of its fine craftsmanship, and I invoke the Blessing of Sarenrae to sanctify this fiery weapon.

Dexterity 9: 3d6 ⇒ (3, 4, 2) = 9

Blessed be the Dawnflower; I actually made it this time. I send Apawllo, my Retriever, to sniff out what else might be in this storehouse, but Ezren already knows he'll find a Shortsword, then an Allip, then a pack of Haughty Nobles. Let's fetch the Shortsword.

Melee 4: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (6) = 14

Who's a good boy?

My turn is over. I reset my hand, choosing to discard the Shortsword, and drawing a Belkzen Battle Standard, the spell Enchant Weapon, and my Dwarven Longhammer +1.

Whoever takes on the Allip, don't forget my free buff vs. local Undead banes. I'll display the Battle Standard as soon as someone local encounters a monster, and I'm eager to either shoot this Shortbow or give it away to someone better suited to it to clear up the space in my hand. I'm inclined to hang onto the Enchant Weapon to heal with it next turn, but it's there if you need it.

Uliah wrote:

Hand: Scimitar (Core), Camel, Flaming Shortbow, Belkzen Battle Standard, Enchant Weapon, Dwarven Longhammer +1,

Displayed:
Deck: 6 Discard: 5 Buried: 0
Current Location: Storehouse #3
Hero Points: 0
NOTES:
Available Support: Speak up if you need healing. My healing power does not shuffle your deck. My boons are available if you need them, but if you want my healing power I need to retain a Divine card in my hand until the end of my move step. I add 1d8 and the Magic trait to local checks to defeat Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Half-Plate (Core), Blessing of Gorum, Horse
Recharged: Cure, Orison, Find Traps,
Discard Pile: Soothing Word (DD Reward), Prayer, Blessing of Sarenrae, Retriever, Shortsword,
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 card that has the Mount trait (☐ or any ally) to add 1d4 (☐ +1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check (■ or to a check by a character at your location) against a bane that has the Undead trait.


During This Adventure: When choosing deck upgrades, treat Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Shields

Desperate: When you encounter a boon and do not acquire it, discard a card.

When you attempt to close or guard a location, recharge 1d4 cards.

Additional Rules:

Villain: Bloatmage:
Monster Story Bane 0

Traits:
Human
Wizard
Veteran

To Defeat:
Combat 6+##
OR
Arcane 3+#
THEN
Combat 9+##
OR
Arcane 5+#

Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.


Closing Henchman: Animated Object:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 12+##
OR
Arcane 7+#

A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 2. Spell 3. Armor 4. Item


Closing Henchman: Clockwork Guardian:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 13+##
OR
Arcane Knowledge 7+#

Immune to Mental and Poison. Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.


Closing Henchmen (Proxy A): Mysterious Object:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Intelligence Knowledge 4+#
OR
Perception 6+#

If undefeated, each local character moves to a random location and suffers the scourge Dazed.


Danger: Random new barrier

To win, corner and defeat the Bloatmage.

Party Tracker

Scenario Level (#): 1

Turn: 7, Pizazz/rhynndavrie

Random Cards:

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

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

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

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

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

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

Weapons
Spoiler:
Dagger
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

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

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

Spells
Spoiler:
Fiery Glare
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 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:
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:
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:
Remove Disease
CotCT
Spell 1
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to remove the scourge Plagued from any number of local characters.

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


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

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

Spoiler:
Heavy Shield
Core
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

Items
Spoiler:
Wand of Force Missile
CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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


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

Spoiler:
Spellbook
CotCT
Item 0
Traits:
Book
Magic
To Acquire:
Intelligence
Arcane 4
On your Arcane non-combat check, reveal to add 1d4.
Discard to heal an Arcane spell.

Spoiler:
Antiplague
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.

DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


Spoiler:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

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

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:
Gang Enforcer
CotCT
Ally 1
Traits:
Human
Rogue
Trigger
To Acquire:
CharismaDiplomacyStealth 7
OR Banish A Boon 0
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.

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

Spoiler:
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

Spoiler:
The 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.

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

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

Hour Power: You may not use powers to reroll dice.

Current Hour:

The Inquisitor:
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amiri/JeffCook:
Spoiler:
Hourglass Card 1 Amiri/JeffCook
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Hourglass Card 2 Ezren/Nickademus:
Spoiler:
Hourglass Card 2 Ezren/Nickademus
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 3 Uliah/Prof._Ravenus_Soleter
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 4 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 4 Pizazz/rhynndavrie
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 5 Amiri/JeffCook:
Spoiler:
Hourglass Card 5 Amiri/JeffCook
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Ezren/Nickademus:
Spoiler:
Hourglass Card 6 Ezren/Nickademus
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 7 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 7 Uliah/Prof._Ravenus_Soleter
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 8 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 8 Pizazz/rhynndavrie
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.
Hourglass Card 9 Amiri/JeffCook:
Spoiler:
Hourglass Card 9 Amiri/JeffCook
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.
Hourglass Card 10 Ezren/Nickademus:
Spoiler:
Hourglass Card 10 Ezren/Nickademus
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 11 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 11 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 12 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 12 Pizazz/rhynndavrie
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 13 Amiri/JeffCook:
Spoiler:
Hourglass Card 13 Amiri/JeffCook
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 14 Ezren/Nickademus:
Spoiler:
Hourglass Card 14 Ezren/Nickademus
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 15 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 15 Uliah/Prof._Ravenus_Soleter
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 16 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 16 Pizazz/rhynndavrie
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.
Hourglass Card 17 Amiri/JeffCook:
Spoiler:
Hourglass Card 17 Amiri/JeffCook
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 18 Ezren/Nickademus:
Spoiler:
Hourglass Card 18 Ezren/Nickademus
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 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 19 Uliah/Prof._Ravenus_Soleter
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 20 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 20 Pizazz/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 21 Amiri/JeffCook:
Spoiler:
Hourglass Card 21 Amiri/JeffCook
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 22 Ezren/Nickademus:
Spoiler:
Hourglass Card 22 Ezren/Nickademus
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 23 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 23 Uliah/Prof._Ravenus_Soleter
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.

Location #2: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Repository Card 1:
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.
Repository Card 2:
Balmberry
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Repository Card 3:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Repository Card 4:
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.
Repository Card 5:
Leather Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Repository Card 6:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Repository Card 7:
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.
Repository Card 8:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Repository Card 9:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Repository Card 10:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Location #4: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amiri, Pizazz, Uliah, Ezren
Storehouse Card 1 (Allip):
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.
Storehouse Card 2 (Haughty Nobles):
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Storehouse Card 3:
Half-plate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Storehouse Card 4:
Animated Object
Core
Story Bane 1
Type: Monster
Traits:
Construct
Veteran
To Defeat:
Combat 12+##
OR Arcane 7+#
A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor 2. Spell 4. Item
Storehouse Card 5:
War Drum
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Storehouse Card 6:
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.
Storehouse Card 7:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Storehouse Card 8:
Chain Mail
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Location #5: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Storehouse Card 1:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Storehouse Card 2:
Symbol of Sleep
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Storehouse Card 3:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse Card 4:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Storehouse Card 5:
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.
Storehouse Card 6:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 7:
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.
Storehouse Card 8:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Storehouse Card 9:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Storehouse Card 10:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #6: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Bloatmage
Storehouse Card 1:
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.
Storehouse Card 2:
Rapier
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Storehouse Card 3:
Longbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 4:
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.

Storehouse Card 5:
Bloatmage
None
Story Bane 0
Type: Monster
Traits:
Human
Wizard
Veteran
To Defeat:
Combat 6+##
OR Arcane 3+#
THEN Combat 9+##
OR Arcane 5+#

Resistant to Melee. Vulnerable to Poison.

Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.

Storehouse Card 6:
Spiked Breastplate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Storehouse Card 7:
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.
Storehouse Card 8:
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.
Storehouse Card 9:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Storehouse Card 10:
Studded Leather Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.


Pizazz Deckhandler

*Whistles a tune for Amiri (Recharge Bracers)*

*Whistles a tune for Uliah (Recharge Sleep)*

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

Turn 7, The Inquisitor
Hour Power: You may not use powers to reroll dice.

Pizazz is a little apprehensive as he is pushed to the front of the group and told you got this, but he decides to give his new crossbow a go since he has friends backing him up.

Reveal Deathbane Crossbow, points to Uliah for his undead assistance.

Allip-CtD: Combat 14: 1d10 + 1d8 + 1 + 1d8 + 1d8 ⇒ (3) + (4) + 1 + (5) + (5) = 18 Success, banished.

The crossbow twangs satisfyingly and he sees the bolt light up with some radiant magic that Uliah projects. It takes the Allip solidly in the chest and it immediately burns up. Pizazz looks appreciatively at the crossbow.

Discard Lookout to explore into Nobles, doing math on that, I'm a little under average, can't reroll, and no other assistance, just going to evade in the hopes of pulling a blessing. I can take this later for anyone if it pops back up.

Pizazz is about to head out again, when a friend notices some Nobles up ahead. Pizazz decides to take the circuitous route to avoid them for now.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Force Missile, Soothing Word, Archer's Kite Shield, Ring of Protection, Spellbook, Troubadour,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Current Location: Amiri
Hero Points: 0
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spyglass, Acid Burst, Prayer, Incitation
Recharged: Cat, Bracers of Protection, Sleep,
Discard Pile: Archer, Orison, Lookout,
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, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges 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, 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.


Update: Storehouse 4 needs shuffling.

Grand Lodge

deck handler

Recharged then healed

It is the hour of the teamster

No instruments in hand Amiri just explores

1d7 + 1 ⇒ (6) + 1 = 7

A giant fly? Meet my scythe

combat 10: 1d12 + 2 + 1d10 ⇒ (2) + 2 + (9) = 13

1d3 ⇒ 3

It flies to storehouse 6
Discard soldier

1d7 + 1 ⇒ (2) + 1 = 3

fort 7 for half plate: 1d8 + 1 ⇒ (6) + 1 = 7

Acquired and displayed
Discard korvosan guard

Animated object will be encountered by location list: 1d4 ⇒ 3

1d7 + 1 ⇒ (3) + 1 = 4


Deckhandler

I attack with the Dwarven Longhammer +1, reveal the Camel, and cast Enchant Weapon.

Combat 14: 1d6 + 2 + 1d10 + 1 + 1d4 + 1d4 + 1 ⇒ (6) + 2 + (8) + 1 + (3) + (2) + 1 = 23

1d4 ⇒ 4

The random item is a Wand of Force Missile. I'll take a buff from Pizazz and Ezren.

Intelligence 6: 1d6 + 1d6 + 1d4 ⇒ (1) + (4) + (2) = 7

A magically animated wand waggles menacingly at the party. Uliah is familiar with poltergeist activity, so he hefts his longhammer and swings from the back of his camel. Pizazz lets out a low whistle as it sails across the room and Ezren winces at the sound of a wood splintering. Surprisingly, it looks like it might still work.

I attempt to close, first recharging 1d4 cards.

1d4 ⇒ 3

I recharge the Dwarven Longhammer +1, the Camel, and the Wand of Force Missile. Then I close by discarding the rest of my hand (the Scimitar and the Flaming Shortbow). I draw 2 items: a Flame Staff and a Spellbook, then keep 1. I choose the Flame Staff.

With the location closed, I move to wherever Ezren will end his next turn so that I can give him this staff.


Pizazz Deckhandler

*Whistles up a tune about Missiles (Recharge Archer's Kite Shield)*

Pizazz wrote:

Hand: Deathbane Light Crossbow, Force Missile, Soothing Word, Ring of Protection, Spellbook, Troubadour,

Displayed:
Deck: 8 Discard: 3 Buried: 0

Grand Lodge

deck handler

Amiri is out of explores so can move to storehouse 6 but is done

Draws spiked breastplate at the end of her turn and a horn

"

Amiri wrote:

Hand: Cape of Escape, Horn of Battle Clarity, Scythe, Battleaxe,

Displayed: Spiked Breastplate,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available
Movement: Sticking close to pizazz

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Earthbreaker, Longspear, Prayer, The Keep, Helm, War Drum, Benefaction, Crowbar, Half-Plate
Recharged:
Discard Pile: Soldier, Korvosan Guard, Orison,
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 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Armor [ ]
POWERS:
On your strength check or your check against a monster, You may bury a card from your hand (x 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)
At the end of your turn, you may move, any local characters may move with you

"

Grand Lodge

deck handler

Having read where villain is will sti ck with moving to store house 5 with Pizazz may even give pizazz that horn instrument next turn Ezren and Ulliah are heading to repository and it is now Ezren turn


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: Sands of the Hour - No effect.
Location: Repository - When you fail to acquire a boon, suffer 1d4-1 Poison damage.

Start of Turn:
Examine top of deck (Token of Remembrance).

On-Turn Actions
Recharge Lightning Touch to examine Repository (Cruel Longsword).

Ending Turn
Reset: Drawing three cards (Token of Remembrance, Clockwork Servant, Detect Magic).

Ezren wrote:

Hand: Spellbook (Core), Codex (Core), Locate Object, Token of Remembrance (Core), Clockwork Servant, Detect Magic (Core),

Displayed: False Life,
Deck: 8 Discard: 4 Buried: 0
Hero Points: 0
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Fiery Glare, Acadamae Student (Core), Returning Throwing Axe, Elemental Treaty, Leech, Magic Eye, Sling (Core), Lightning Touch,
Discard Pile: Harrower, Bracers of Protection (Core), Force Missile, Soothing Word,
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

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, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).


During This Adventure: When choosing deck upgrades, treat Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Shields

Desperate: When you encounter a boon and do not acquire it, discard a card.

When you attempt to close or guard a location, recharge 1d4 cards.

Additional Rules:

Villain: Bloatmage:
Monster Story Bane 0

Traits:
Human
Wizard
Veteran

To Defeat:
Combat 6+##
OR
Arcane 3+#
THEN
Combat 9+##
OR
Arcane 5+#

Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.


Closing Henchman: Animated Object:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 12+##
OR
Arcane 7+#

A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 2. Spell 3. Armor 4. Item


Closing Henchman: Clockwork Guardian:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 13+##
OR
Arcane Knowledge 7+#

Immune to Mental and Poison. Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.


Closing Henchmen (Proxy A): Mysterious Object:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Intelligence Knowledge 4+#
OR
Perception 6+#

If undefeated, each local character moves to a random location and suffers the scourge Dazed.


Danger: Random new barrier

To win, corner and defeat the Bloatmage.

Party Tracker

Scenario Level (#): 1

Turn: 10, Uliah/Prof._Ravenus_Soleter

Random Cards:

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

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

Spoiler:
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.

Spoiler:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.

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

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

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

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

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

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

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

Spells
Spoiler:
Candlelight
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


Spoiler:
Acid Burst
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.

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


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

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

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


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

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

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

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

Items
Spoiler:
Antiplague
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.

DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


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

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

Spoiler:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.


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

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

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

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

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

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

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

Hour Power: On your check against a spell, add 1d4.

Current Hour:

Nethys's Duality:
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.

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 1 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 2 Amiri/JeffCook
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Ezren/Nickademus:
Spoiler:
Hourglass Card 3 Ezren/Nickademus
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 4 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 4 Uliah/Prof._Ravenus_Soleter
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 5 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 5 Pizazz/rhynndavrie
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.
Hourglass Card 6 Amiri/JeffCook:
Spoiler:
Hourglass Card 6 Amiri/JeffCook
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.
Hourglass Card 7 Ezren/Nickademus:
Spoiler:
Hourglass Card 7 Ezren/Nickademus
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 8 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 8 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 9 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 9 Pizazz/rhynndavrie
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 10 Amiri/JeffCook:
Spoiler:
Hourglass Card 10 Amiri/JeffCook
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 11 Ezren/Nickademus:
Spoiler:
Hourglass Card 11 Ezren/Nickademus
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 12 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 12 Uliah/Prof._Ravenus_Soleter
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 13 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 13 Pizazz/rhynndavrie
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.
Hourglass Card 14 Amiri/JeffCook:
Spoiler:
Hourglass Card 14 Amiri/JeffCook
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 15 Ezren/Nickademus:
Spoiler:
Hourglass Card 15 Ezren/Nickademus
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 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 16 Uliah/Prof._Ravenus_Soleter
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 17 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 17 Pizazz/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 18 Amiri/JeffCook:
Spoiler:
Hourglass Card 18 Amiri/JeffCook
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 19 Ezren/Nickademus:
Spoiler:
Hourglass Card 19 Ezren/Nickademus
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 20 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 20 Uliah/Prof._Ravenus_Soleter
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.

Location #2: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah, Ezren

Repository Card 1 (Cruel Longsword):
Cruel Longsword
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Repository Card 2:
Balmberry
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Repository Card 3:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Repository Card 4:
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.
Repository Card 5:
Leather Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Repository Card 6:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Repository Card 7:
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.
Repository Card 8:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Repository Card 9:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Repository Card 10:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Location #5: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amiri, Pizazz
Storehouse Card 1:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Storehouse Card 2:
Symbol of Sleep
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Storehouse Card 3:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse Card 4:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Storehouse Card 5:
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.
Storehouse Card 6:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 7:
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.
Storehouse Card 8:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Storehouse Card 9:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Storehouse Card 10:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #6: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Bloatmage, Giant Fly
Storehouse Card 1:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

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

Storehouse Card 2:
Spiked Breastplate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Storehouse Card 3:
Rapier
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Storehouse Card 4:
Studded Leather Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Storehouse Card 5:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Storehouse Card 6:
Bloatmage
None
Story Bane 0
Type: Monster
Traits:
Human
Wizard
Veteran
To Defeat:
Combat 6+##
OR Arcane 3+#
THEN Combat 9+##
OR Arcane 5+#

Resistant to Melee. Vulnerable to Poison.

Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.

Storehouse Card 7:
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.
Storehouse Card 8:
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.
Storehouse Card 9:
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.
Storehouse Card 10:
Longbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 11:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.


Deckhandler

Uliah's turn. The hour is Nethys's Duality. When this is the hour: On your check against a spell, add 1d4.

I start by giving Ezren the Flame Staff. I'm in no shape to acquire this Cruel Longsword, so I chose not to explore this turn. I attempt to recover my Enchant Weapon spell with a little help from Nethys.

Divine 6: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12

I reset my hand, drawing my Half Plate, Blessing of Gorum, Horse, Cure, and Orison. At the start of Pizazz's turn I don the armor and I Cure myself.

1d4 + 1 ⇒ (2) + 1 = 3

1d7 ⇒ 5
1d6 ⇒ 1
1d5 ⇒ 2

I get back the Shortsword, the Camel, and Soothing Word.

It is Pizazz's turn.

Uliah wrote:

Hand: Horse, Blessing of Gorum, Orison,

Displayed: Half-Plate (Core),
Deck: 8 Discard: 4 Buried: 1
Current Location: Repository
Hero Points: 0
NOTES:
Available Support: Speak up if you need healing. Boons 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 to defeat Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shortsword, Camel, Soothing Word (DD Reward), Dwarven Longhammer +1, Find Traps, Enchant Weapon, Prayer, Wand of Force Missile
Recharged:
Discard Pile: Blessing of Sarenrae, Retriever, Scimitar (Core), Flaming Shortbow,
Buried Pile: Belkzen Battle Standard,

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) to your combat or Divine check.
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 bane.


Pizazz Deckhandler

Turn 11, The Hidden Truth
Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.

Pizazz feels a little odd as he rushes from one location to another, and yet they all look exactly the same. It probably means something but this place is weird so he's not too concerned about it.

This particular one has a nice set of armor on display, he looks at it and then looks at himself and decides it's not really his thing.

Slick Leather-CtA: Constitution 7: 1d6 ⇒ 3 Discard Ring of Protection for failure.

As he passes it by the shop keep comes up and slaps him. Pizazz is really confused by this and in the distraction he loses his newly acquired ring. He's pretty sure it slipped off his finger into his pockets and it will just take a moment or three to find...but talk about rude!

Discard Troubadour to explore.

He doesn't get too far before he spots some arcane runes etched into the floor and starts to feel an urge to lay down and take a long nap.

Troubadour adds 1d6 to non-combat Cha: Arcane check, reveal spellbook for die on non-combat Arcane.

Symbol of Sleep-CtD: Arcane 8: 1d10 + 1 + 1d6 + 1d4 ⇒ (3) + 1 + (2) + (3) = 9 Success, banished.

Pizazz realizes the danger of the symbol and quickly consulting his spellbook, makes a quick modification to the symbol that renders it harmless. Pizazz is really wondering about this shop keeper and his attitude to customers.

Given the greeting he's received so far, Pizazz thinks it's a good time to try and heal up a bit before he does any more browsing.

Banish Soothing Word to heal a card - Pizazz is healed for 1: (Archer). Deck shuffled.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile.
Soothing Word: Divine 8: 1d10 + 1 ⇒ (10) + 1 = 11 -> Soothing Word recharged .

Pizazz wrote:

Hand: Deathbane Light Crossbow, Force Missile, Acid Burst, Spyglass, Spellbook, Cat, Incitation,

Displayed:
Deck: 6 Discard: 4 Buried: 0
Current Location: Amiri
Hero Points: 0
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Archer's Kite Shield, Bracers of Protection, Sleep, Archer
Recharged: Soothing Word,
Discard Pile: Orison, Lookout, Ring of Protection, 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, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges 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, 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.


Update: Banish cards 1 and 2 at Storehouse 5.

Grand Lodge

deck handler

It is just a sand of time hour

Amiri hand her horn to pizazz Blow this if you need me and heads to the repository

She encounters a cruel long sword she buries her scythe and asks Ezren's codex knowledge to help

melee 10: 1d12 + 2 + 1d8 + 1 + 1d12 + 2 ⇒ (8) + 2 + (2) + 1 + (10) + 2 = 25

Amiri takes the sword then heads back to pizazz

"

Amiri wrote:

Hand: Cape of Escape, Cruel Longsword, War Drum, Benefaction, Battleaxe,

Displayed: Spiked Breastplate,
Deck: 7 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessing available
Movement: Sticking close to pizazz

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Earthbreaker, Helm, Prayer, Longspear, Half-Plate, The Keep, Crowbar
Recharged:
Discard Pile: Soldier, Korvosan Guard, Orison,
Buried Pile: Scythe,

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 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Armor [ ]
POWERS:
On your strength check or your check against a monster, You may bury a card from your hand (x 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)
At the end of your turn, you may move, any local characters may move with you

"


During This Adventure: When choosing deck upgrades, treat Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Shields

Desperate: When you encounter a boon and do not acquire it, discard a card.

When you attempt to close or guard a location, recharge 1d4 cards.

Additional Rules:

Villain: Bloatmage:
Monster Story Bane 0

Traits:
Human
Wizard
Veteran

To Defeat:
Combat 6+##
OR
Arcane 3+#
THEN
Combat 9+##
OR
Arcane 5+#

Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.


Closing Henchman: Animated Object:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 12+##
OR
Arcane 7+#

A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 2. Spell 3. Armor 4. Item


Closing Henchman: Clockwork Guardian:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 13+##
OR
Arcane Knowledge 7+#

Immune to Mental and Poison. Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.


Closing Henchmen (Proxy A): Mysterious Object:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Intelligence Knowledge 4+#
OR
Perception 6+#

If undefeated, each local character moves to a random location and suffers the scourge Dazed.


Danger: Random new barrier

To win, corner and defeat the Bloatmage.

Party Tracker

Scenario Level (#): 1

Turn: 13, Ezren/Nickademus

Random Cards:

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

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

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

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

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

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

Spoiler:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.

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

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.

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

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

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

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

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

Spells
Spoiler:
Sleep
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 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:
Cure
Core
Spell 0
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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

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

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

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

Items
Spoiler:
Codex
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.

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

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

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

Spoiler:
Bastion Boots
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.

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

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

Spoiler:
Korvosan Guard
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.

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

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

Blessings
Spoiler:
The 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.

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

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

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

Spoiler:
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.

Hour Power: Your Ranged check is blessed.

Current Hour:

The Winged Serpent:
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.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 Pizazz/rhynndavrie
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.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
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.
Hourglass Card 4 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
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
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 Ezren/Nickademus
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 9 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 10 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 Pizazz/rhynndavrie
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.
Hourglass Card 11 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 12 Ezren/Nickademus:
Spoiler:
Hourglass Card 12 Ezren/Nickademus
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 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 14 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 14 Pizazz/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Amiri/JeffCook:
Spoiler:
Hourglass Card 15 Amiri/JeffCook
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 16 Ezren/Nickademus:
Spoiler:
Hourglass Card 16 Ezren/Nickademus
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 17 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 17 Uliah/Prof._Ravenus_Soleter
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.

Location #2: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah, Ezren

Repository Card 1:
Balmberry
Core
Item 0
Traits:
Alchemical
Plant
To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Repository Card 2:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Repository Card 3:
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.
Repository Card 4:
Leather Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Repository Card 5:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Repository Card 6:
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.
Repository Card 7:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Repository Card 8:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Repository Card 9:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Location #5: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amiri, Pizazz
Storehouse Card 1:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse Card 2:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Storehouse Card 3:
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.
Storehouse Card 4:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 5:
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.
Storehouse Card 6:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Storehouse Card 7:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Storehouse Card 8:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #6: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Bloatmage, Giant Fly
Storehouse Card 1:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

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

Storehouse Card 2:
Spiked Breastplate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Storehouse Card 3:
Rapier
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Storehouse Card 4:
Studded Leather Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Storehouse Card 5:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Storehouse Card 6:
Bloatmage
None
Story Bane 0
Type: Monster
Traits:
Human
Wizard
Veteran
To Defeat:
Combat 6+##
OR Arcane 3+#
THEN Combat 9+##
OR Arcane 5+#

Resistant to Melee. Vulnerable to Poison.

Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.

Storehouse Card 7:
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.
Storehouse Card 8:
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.
Storehouse Card 9:
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.
Storehouse Card 10:
Longbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 11:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.


Deck Hander

.
.
.
.

Before Turn:
Receive Flame Staff.
Discard Codex.

-- Ezren's Turn --
Hour: The Winged Serpent - Your Ranged check is blessed.
Location: Repository - When you fail to acquire a boon, suffer 1d4-1 Poison damage.

Start of Turn:
Examine top of deck (Fiery Glare).
Draw Fiery Glare.

On-Turn Actions
Banish Detect Magic to examine Repository (Balmberry).

Move Step: Moving to Storehouse #6.
Location: Storehouse #6 - Treat your hand size as 1 larger.

Ending Turn
Recovery:
Detect Magic
Arcane 5: 1d12 + 2 ⇒ (6) + 2 = 8
Success
Reset: Drawing one card (Acadamae Student).

Ezren wrote:

Hand: Spellbook (Core), Locate Object, Token of Remembrance (Core), Clockwork Servant, Flame Staff, Fiery Glare, Acadamae Student (Core),

Displayed: False Life,
Deck: 7 Discard: 5 Buried: 0
Hero Points: 0
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Returning Throwing Axe, Elemental Treaty, Leech, Magic Eye, Sling (Core), Lightning Touch, Detect Magic (Core),
Discard Pile: Harrower, Bracers of Protection (Core), Force Missile, Soothing Word, Codex (Core),
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

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, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).


Deckhandler

Uliah's turn. The hour is The Publican. When this is the hour: When you would discard an ally, recharge it instead.

At the end of my move step I recharge the Blessing of Gorum to recharge a random card from my discard pile.

1d4 ⇒ 3

I recharge my Scimitar, then explore in to the Balmberry. My horse has a good nose for picking out the ripe berries.

Divine 6: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9

I'll banish the Balmberry to heal myself a card.

1d3 ⇒ 3

I get the Flaming Shortbow back. I end my turn, attempting to recover the Balmberry.

Divine 8: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11

I reset my hand, drawing Prayer, my Scimitar, and Blessing of Gorum. Pizazz is up.


Pizazz Deckhandler

Turn 15, The Courtesan
Hour Power: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.

Pizazz waves over at Amiri to signal that he's going to move on as he heads over to see what Ezren's up to.

On arrival he finds a Wand of Acid Burst waiting that someone set aside for him.

Reveal Spellbook to add a die, spend the Incitation as I really want an Item 1!!

Wand of Acid Burst-CtA: Arcane 6: 1d10 + 1 + 1d4 + 1d10 ⇒ (2) + 1 + (2) + (6) = 11 Success!

Pizazz scoops it up and then pulls out his spyglass to really good a good look at this shop. Spiked Breastplate and a Rapier, swap those and discard Cat to explore.

He spots a Cat rubbing up against a Rapier and decides maybe that's a sign he should pick it up. He goes over and checks it out.

Rapier-CtA: Acrobatic 5: 1d10 ⇒ 2 Fail, banished, discard wand for scenario effect.

Clearly it isn't worth the place it's sitting in, Pizazz passes it by and then takes a moment to resupply.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Force Missile, Acid Burst, Bracers of Protection, Spellbook, Horn of Battle Clarity, Prayer,

Displayed:
Deck: 4 Discard: 8 Buried: 0
Current Location: Amiri
Hero Points: 0
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Archer's Kite Shield, Archer, Sleep
Recharged: Soothing Word,
Discard Pile: Orison, Lookout, Ring of Protection, Troubadour, Incitation, Spyglass, Cat, Wand of Acid Burst,
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, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges 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, 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.


Grand Lodge

deck handler

my bad on the codex will make sure in future cards are available

The of Shelyn song Amiri heads to the repository and explores

And finds it crawling with oozes

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

Hitting mine with battle axe burying soldier from discard to add fortitude

Melee 9: 1d12 + 2 + 2d8 + 1 ⇒ (3) + 2 + (1, 7) + 1 = 14

Swamp ooze defeated
Ulliah either recharges an armor or suffers 1 Acid damage.
Amiri recharges armour

Ulliah then gets to fight his own swamp ooze Amiri will recharge war drum to add 1d4 to Ulliahd check then discard her battle axe to the after acting acid damage

She then moves back to storehouse 5 at the end of her turn drawing the keep and Longspear

"

Amiri wrote:

Hand: Cape of Escape, Cruel Longsword, The Keep, Benefaction, Longspear,

Displayed:
Deck: 7 Discard: 3 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessing available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Earthbreaker, Prayer, Helm, Crowbar, Half-Plate
Recharged: Spiked Breastplate, War Drum,
Discard Pile: Battleaxe, Korvosan Guard, Orison,
Buried Pile: Scythe, Soldier,

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 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Armor [ ]
POWERS:
On your strength check or your check against a monster, You may bury a card from your hand (x 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)
At the end of your turn, you may move, any local characters may move with you

"


Deckhandler

Uliah gets splashed by some acid and discards a Blessing of Gorum. He then fights his own Swamp Ooze with a Scimitar from Horseback, with some accompaniment from Amiri's War Drum.

Combat 9: 1d6 + 2 + 1d6 + 2d4 ⇒ (2) + 2 + (1) + (3, 3) = 11

Wow, I'm glad I had that support from the War Drum. Another defeated Ooze and another splash of acid. Uliah buries his Half-Plate to prevent the damage. Back to Amiri, who finishes her turn and it become Ezren's turn.

Grand Lodge

deck handler

As per chat discarding cape of escape for acid damage and redisplaying spiked breastplate and drawing extra card

"

Amiri wrote:

Hand: Half-Plate, Cruel Longsword, The Keep, Benefaction, Longspear,

Displayed: Spiked Breastplate,
Deck: 5 Discard: 4 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessing available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Earthbreaker, Crowbar, Helm
Recharged: War Drum,
Discard Pile: Battleaxe, Korvosan Guard, Cape of Escape, Orison,
Buried Pile: Scythe, Soldier,

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 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Armor [ ]
POWERS:
On your strength check or your check against a monster, You may bury a card from your hand (x 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)
At the end of your turn, you may move, any local characters may move with you

"


During This Adventure: When choosing deck upgrades, treat Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Shields

Desperate: When you encounter a boon and do not acquire it, discard a card.

When you attempt to close or guard a location, recharge 1d4 cards.

Additional Rules:

Villain: Bloatmage:
Monster Story Bane 0

Traits:
Human
Wizard
Veteran

To Defeat:
Combat 6+##
OR
Arcane 3+#
THEN
Combat 9+##
OR
Arcane 5+#

Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.


Closing Henchman: Animated Object:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 12+##
OR
Arcane 7+#

A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 2. Spell 3. Armor 4. Item


Closing Henchman: Clockwork Guardian:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 13+##
OR
Arcane Knowledge 7+#

Immune to Mental and Poison. Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.


Closing Henchmen (Proxy A): Mysterious Object:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Intelligence Knowledge 4+#
OR
Perception 6+#

If undefeated, each local character moves to a random location and suffers the scourge Dazed.


Danger: Random new barrier

To win, corner and defeat the Bloatmage.

Party Tracker

Scenario Level (#): 1

Turn: 17, Ezren/Nickademus

Random Cards:

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

Spoiler:
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:
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.

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:
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.

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

Spoiler:
Razor Snare
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

Spoiler:
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:
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:
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.

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

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

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

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

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

Spoiler:
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:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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

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

Items
Spoiler:
Spider Venom
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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

Spoiler:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

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

Spoiler:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

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

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:
Sage
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.

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

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

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

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

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

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

Spoiler:
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.

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 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 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 Pizazz/rhynndavrie
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 4 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 6 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 Pizazz/rhynndavrie
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.
Hourglass Card 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 Ezren/Nickademus
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 9 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 10 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 Pizazz/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
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 Ezren/Nickademus:
Spoiler:
Hourglass Card 12 Ezren/Nickademus
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter
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.

Location #2: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah

Repository Card 1:
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.
Repository Card 2:
Leather Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Repository Card 3:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Repository Card 4:
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.
Repository Card 5:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Repository Card 6:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Repository Card 7:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Location #5: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amiri
Storehouse Card 1:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse Card 2:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Storehouse Card 3:
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.
Storehouse Card 4:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 5:
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.
Storehouse Card 6:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Storehouse Card 7:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Storehouse Card 8:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #6: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren, Pizazz, Bloatmage, Giant Fly
Storehouse Card 1 (Spiked Breastplate):
Spiked Breastplate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Storehouse Card 2:
Studded Leather Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Storehouse Card 3:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Storehouse Card 4:
Bloatmage
None
Story Bane 0
Type: Monster
Traits:
Human
Wizard
Veteran
To Defeat:
Combat 6+##
OR Arcane 3+#
THEN Combat 9+##
OR Arcane 5+#

Resistant to Melee. Vulnerable to Poison.

Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.

Storehouse Card 5:
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.
Storehouse Card 6:
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.
Storehouse Card 7:
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.
Storehouse Card 8:
Longbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 9:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: Orison - No effect.
Location: Storehouse - Treat your hand size as 1 larger.

On-Turn Actions
Free Exploration: Spiked Breastplate
Banish Fiery Glare to banish Spiked Breastplate.
Discard Token of Remembrance.

Glaring Exploration: Studded Leather Armor
Constitution 4: 1d6 ⇒ 2
Failure
Studded Leather Armor is banished.
Discard Spellbook.

Banish Locate Object to examine Storehouse #6 (Giant Fly, Bloatmage, Plaguebearer, Shadow, Sacred Candle).
Automatic Failure
Sacred Candle is banished.
Discard Acadamae Student.
Storehouse #6 is shuffled.

Ending Turn
Recovery:
Fiery Glare
Arcane 7: 1d12 + 2 ⇒ (9) + 2 = 11
Success
Recovery:
Locate Object
Arcane 8: 1d12 + 2 ⇒ (3) + 2 = 5
Failure
Reset: Drawing five cards (Returning Throwing Axe, Elemental Treaty, Leech, Magic Eye, Sling).

On Uliah's Turn:
After Uliah encounters an ally, recharge Leech to heal 1d4 - 1 ⇒ (2) - 1 = 1 cards.
Soothing Word healed.
Banish Magic Eye to examine Storehouse #6 (look after ally encounter).
Recovery:
Magic Eye
Arcane 9: 1d12 + 2 ⇒ (7) + 2 = 9
Success

Actions Still Needed:
Storehouse #6 needs shuffled.

Ezren wrote:

Hand: Clockwork Servant, Flame Staff, Returning Throwing Axe, Elemental Treaty, Sling (Core),

Displayed: False Life,
Deck: 6 Discard: 8 Buried: 0
Hero Points: 0
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fiery Glare, Soothing Word, Detect Magic (Core), Leech, Lightning Touch
Recharged: Magic Eye,
Discard Pile: Harrower, Bracers of Protection (Core), Force Missile, Codex (Core), Token of Remembrance (Core), Spellbook (Core), Acadamae Student (Core), Locate Object,
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

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, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).


Deckhandler

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

Uliah encounters a Burglar with a sack of wedding rings, freshly pilfered from a nearby pawn shop. For a moment the thief waffles on whether to mug the inconvenient Sarenrite priest or offer to turn over a new leaf. Uliah will call upon an Orison to bless his attempt to redeem this wayward soul.

Diplomacy 6: 2d8 + 2 ⇒ (1, 4) + 2 = 7

Uliah successfully appeals to his better nature.

Ezren casts Magic Eye, examining the top three cards of Storehouse #6. Meanwhile, Pizazz needs some healing. Uliah moves to Storehouse #6 and recharges Prayer. Pizazz recharges a random card from his discards.


During This Adventure: When choosing deck upgrades, treat Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Shields

Desperate: When you encounter a boon and do not acquire it, discard a card.

When you attempt to close or guard a location, recharge 1d4 cards.

Additional Rules:

Villain: Bloatmage:
Monster Story Bane 0

Traits:
Human
Wizard
Veteran

To Defeat:
Combat 6+##
OR
Arcane 3+#
THEN
Combat 9+##
OR
Arcane 5+#

Resistant to Melee. Vulnerable to Poison.
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.


Closing Henchman: Animated Object:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 12+##
OR
Arcane 7+#

A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 2. Spell 3. Armor 4. Item


Closing Henchman: Clockwork Guardian:
Monster Story Bane 1

Traits:
Construct
Veteran

To Defeat:
Combat 13+##
OR
Arcane Knowledge 7+#

Immune to Mental and Poison. Vulnerable to Electricity.
If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
If defeated, draw a new weapon.


Closing Henchmen (Proxy A): Mysterious Object:
Barrier Story Bane 1

Traits:
Task
Veteran

To Defeat:
Intelligence Knowledge 4+#
OR
Perception 6+#

If undefeated, each local character moves to a random location and suffers the scourge Dazed.


Danger: Random new barrier

To win, corner and defeat the Bloatmage.

Party Tracker

Scenario Level (#): 1

Turn: 18, Uliah/Prof._Ravenus_Soleter

Random Cards:

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

Spoiler:
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.

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

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.

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

Spoiler:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.

Spoiler:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

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

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

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

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

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

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

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

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

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

Spoiler:
Immolate
CotCT
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


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

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

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

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

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.

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

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

Spoiler:
Spider Venom
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

Spoiler:
Antiplague
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* On this character's checks against Disease or Poison cards, add 1d8.
* You may banish to remove the scourge Plagued or Poisoned from this character.
* At the end of the scenario, banish.

DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


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

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

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

Spoiler:
Sage
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.

Spoiler:
Korvosan Guard
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.

Blessings
Spoiler:
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.

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

Spoiler:
The 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.

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 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.

Hour Power: At the start of your turn, summon and encounter an ally.

Current Hour:

The Marriage:
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.

Hours Remaining: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 1 Pizazz/rhynndavrie
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 2 Amiri/JeffCook:
Spoiler:
Hourglass Card 2 Amiri/JeffCook
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 3 Ezren/Nickademus:
Spoiler:
Hourglass Card 3 Ezren/Nickademus
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 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 4 Uliah/Prof._Ravenus_Soleter
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 5 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 5 Pizazz/rhynndavrie
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.
Hourglass Card 6 Amiri/JeffCook:
Spoiler:
Hourglass Card 6 Amiri/JeffCook
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 7 Ezren/Nickademus:
Spoiler:
Hourglass Card 7 Ezren/Nickademus
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 8 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 8 Uliah/Prof._Ravenus_Soleter
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 9 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 9 Pizazz/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 10 Amiri/JeffCook:
Spoiler:
Hourglass Card 10 Amiri/JeffCook
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 11 Ezren/Nickademus:
Spoiler:
Hourglass Card 11 Ezren/Nickademus
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 12 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 12 Uliah/Prof._Ravenus_Soleter
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.

Location #2: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Repository Card 1:
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.
Repository Card 2:
Leather Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Repository Card 3:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Repository Card 4:
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.
Repository Card 5:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Repository Card 6:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Repository Card 7:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Location #5: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amiri
Storehouse Card 1:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Storehouse Card 2:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Storehouse Card 3:
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.
Storehouse Card 4:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse Card 5:
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.
Storehouse Card 6:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Storehouse Card 7:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Storehouse Card 8:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #6: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren, Pizazz, Uliah, Shadow, Plaguebearer
Storehouse Card 1 (Mountebank):
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Storehouse Card 2 (Bloatmage):
Bloatmage
None
Story Bane 0
Type: Monster
Traits:
Human
Wizard
Veteran
To Defeat:
Combat 6+##
OR Arcane 3+#
THEN Combat 9+##
OR Arcane 5+#

Resistant to Melee. Vulnerable to Poison.

Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.

Storehouse Card 3 (Giant Fly):
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Storehouse Card 4:
Longbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Storehouse 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.
Storehouse Card 6:
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.


Deckhandler

Finishing up Uliah's turn at Storehouse #6. Uliah encounters a Mountebank, perhaps a scam artist who runs in the same circles as the Burglar. Let's see if my new friend can do some networking and get me past this guy.

Diplomacy 6: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (2) = 9

One quick sermon on the importance of honest dealings and the Mountebank is on his way to a more honest profession, I'm sure.

I reset my hand, drawing Soothing Word, my Camel, Find Traps, and the Wand of Force Missile. I attempt to recover my Cure spell

Divine 8: 1d10 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12

Success. It is now Pizazz's turn.

Uliah wrote:

Hand: Horse, Scimitar (Core), Soothing Word (DD Reward), Camel, Find Traps, Wand of Force Missile,

Displayed:
Deck: 8 Discard: 4 Buried: 2
Current Location: Repository
Hero Points: 0
NOTES:
Available Support: Speak up if you need healing. Boons 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 to defeat Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flaming Shortbow, Enchant Weapon, Dwarven Longhammer +1, Shortsword
Recharged: Balmberry, Prayer, Burglar, Cure,
Discard Pile: Blessing of Sarenrae, Retriever, Blessing of Gorum, Orison,
Buried Pile: Belkzen Battle Standard, Half-Plate (Core),

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) to your combat or Divine check.
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 bane.


Pizazz Deckhandler

Off turn - Uliah recharges random card for Pizazz - Incitation.

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

Turn 19, Iomedae's Justice
Hour Power: On your check against an Outsider card, add 1d4.

With Ezren having spotted their target, Pizazz passes a scroll over and heads off to the Repository.

Pass Force Missile to Ezren in case he wants to blast it.

On arrival at the Repository Pizazz that some Ghastly Runes have been inscribed onto the door. He looks them over and consults his Spellbook again on how to disable them.

Reveal Spellbook for check.

Ghastly Runes-CtD: Arcane 5: 1d10 + 1 + 1d4 ⇒ (7) + 1 + (2) = 10 Success, banished.

Pizazz ponders pushing further, but decides just setting up to block the Bloatmage from heading this way is probably good enough.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Acid Burst, Bracers of Protection, Spellbook, Horn of Battle Clarity, Prayer,

Displayed:
Deck: 5 Discard: 7 Buried: 0
Current Location: Amiri
Hero Points: 0
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sleep, Archer, Archer's Kite Shield
Recharged: Soothing Word, Incitation,
Discard Pile: Orison, Lookout, Ring of Protection, Troubadour, Spyglass, Cat, Wand of Acid Burst,
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, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges 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, 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.


Grand Lodge

deck handler

It is the hour of the dance

Amiri heads to the repository to check on his friend and see what's there

fort 3: 1d8 + 1 ⇒ (7) + 1 = 8

Display armour and discard benefaction to explore

Attack skeleton with spear burying card in discard too

melee 12: 1d12 + 2 + 2d8 + 1 ⇒ (10) + 2 + (2, 7) + 1 = 22
Moves back to storehouse 5
Ending turn to ensure one blessing in hand for pizazz guard check
"

Amiri wrote:

Hand: Half-Plate, Cruel Longsword, The Keep, Helm, Longspear,

Displayed: Spiked Breastplate, Leather Armor,
Deck: 4 Discard: 4 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessing available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Earthbreaker, Crowbar
Recharged: War Drum,
Discard Pile: Battleaxe, Korvosan Guard, Benefaction, Orison,
Buried Pile: Scythe, Soldier, Cape of Escape,

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 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Armor [ ]
POWERS:
On your strength check or your check against a monster, You may bury a card from your hand (x 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)
At the end of your turn, you may move, any local characters may move with you

"

Assuming pizazztries to close first will play keep on check to acquire presuming spell

Then 1d4 ⇒ 4 recharges his hand then discards nothing to guard

"

Amiri wrote:

Hand:

Displayed: Spiked Breastplate, Leather Armor,
Deck: 8 Discard: 5 Buried: 3
Hero Points: 0
NOTES:
Available Support: Blessing available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crowbar, Prayer, Earthbreaker
Recharged: War Drum, Cruel Longsword, Longspear, Half-Plate, Helm,
Discard Pile: Battleaxe, Korvosan Guard, The Keep, Benefaction, Orison,
Buried Pile: Scythe, Soldier, Cape of Escape,

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 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Weapons Armor [ ]
POWERS:
On your strength check or your check against a monster, You may bury a card from your hand (x 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)
At the end of your turn, you may move, any local characters may move with you

"


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: Pharasma's Knowing - On your check against an Undead card, add 1d6.
Location: Storehouse #6 - Treat your hand size as 1 larger.

Start of Turn:
Examine top of deck (Leech).

On-Turn Actions
Free Exploration: Bloatmage
Amiri guards Storehouse #5.
(Pizazz attempts to guard Repository.)
Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
Dexterity 5: 1d6 ⇒ 1
Failure
Bury 1d4 ⇒ 4 cards from discards.
Reveal Flame Staff and discard Elemental Treaty to use Arcane + 1d8 + 1d4.
Combat 8: 1d12 + 1d8 + 1d4 + 2 ⇒ (8) + (7) + (4) + 2 = 21
Success
Recharge Clockwork Servant to add 1d6.
Arcane 6: 1d12 + 1d6 + 2 ⇒ (1) + (5) + 2 = 8
Success
(Assuming the Repository is guarded) We win.


Pizazz Deckhandler

Detect Evil:

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

Blessing from Amiri or myself...

Detect Evil-CtA: Divine 6: 2d10 + 1 ⇒ (5, 1) + 1 = 7

Pizazz peers into the repository and finds a scroll that definitely will let him see evil Bloatmage coming.


When Bloatmage is defeated and Storehouse 6 closes, Ezren acquires either Horn of Battle Clarity or Elixir of Energy Resistance (assuming Horn of Battle Clarity).

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

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


As the din of battle ceases, the door creaks open just enough for Horus to poke his head through. “Ah, so efficient! You Pathfinders never cease to impress. Now then, if you could tidy the studio up a bit, I’ll prepare the ritual. Once it’s complete, I should be able to tell you something more about what has been going wrong with my amulets.” While you glower at him, Horus directs you with the proper placement of the scattered objects in his studio.

Once satisfied with your work, he places the amulet on a large table and begins drawing arcane sigils around it.

“Wonderful. Make yourselves at home in the shop; I’ll begin my work here and summon you when it is complete.”

Horus raises a hand, shooing you back through the door. Back in the shop, a tall, undead crab fitted with a tabletop pours each of you a cup of warm tea.

REWARD
Loot: Leech

Leech:
CotCT Ally 1

Traits:
Healing
Vermin

To Acquire:
Wisdom Knowledge Survival 6

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


Adventure Card Society characters may choose a bonus deck upgrade.

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

ACQUIRED CARDS

  • Burglar (Ally 0)

  • Archer's Kite Shield (Armor 1)
  • Leather Armor (Armor 0)
  • Half-plate (Armor 0)

  • Cape of Escape (Item 1)
  • Wand of Force Missile (Item 1)
  • Wand of Acid Burst (Item 1)
  • Flame Staff (Item 0)
  • Bracers of Protection (Item 0)
  • Balmberry (Item 0)
  • Horn of Battle Clarity (Item 0)

  • Elemental Treaty (Spell 1)
  • Detect Magic (Spell 0)
  • Detect Evil (Spell 0)

  • Cruel Longsword (Weapon 1)
  • Returning Throwing Axe (Weapon 1)
  • Flaming Shortbow (Weapon 1)
  • Shortsword (Weapon 0)


Scenario C: A Brotherly Brawl

An hour and several cups of tea passes in the death-bedecked shop of the Urgathoan priest Horus Ilaktya. He emerges from his studio, holding a now-smoldering amulet in his hand.

“Pathfinders, I have something for you. After careful study, I have determined that my device has been sabotaged. It is clear that some outside influence has interfered with my enchantments, though my tests could not reveal its source. Whoever is behind this must be familiar with the minutiae of the amulet’s creation, which leads me to suspect Gerik Mubb. He runs Reanimations, a shop similar to my own, and has resented my success for quite some time. He thinks that I have stolen business from him, though I didn’t think he’d ever be so desperate as to attempt something like this. Could I count on you to handle this matter for me? Be discreet, if possible; if Gerik is behind this, I’d rather he not know we are on to him until I have gathered the appropriate evidence to expose his sabotage.”

Horus gives you directions to Reanimations. The shop isn’t far from Last Rites, but it is clearly less opulent than Horus’s property. There is little sign of activity beneath the faded, simple sign. A shabby-looking zombie stands in the display window, holding a sign reading “Closed. Please come again.”

From behind the display, a few light flashes silhouette the undead before the shop goes dark and the door swings open. You watch from nearby as Gerik Mubb steps through the door wearing a long coat. He closes and locks the door behind him, and you catch a glimpse of an inactive control amulet tucked into his belt.

Gerik looks suspiciously around him, fastening his coat before hastily making his way down the street. Wherever he’s headed, he seems in quite the hurry. You tail him from Ankar-Te into Oriat, where the street between you and Gerik erupts into sudden chaos. Brown-cloaked monks hurl themselves at one another, and you lose sight of Gerik amongst the clash. You’d heard the Brotherhood of the Seal had its conflicts, but you weren’t expecting open violence in the streets. Get clear of the struggle and find Gerik before he slips away!

DURING THIS SCENARIO
Before building the locations, search the vault for the barrier Brawl and set it aside.
After building the locations, shuffle the story bane Evidence in the Tenement location then place the barrier Brawl faceup on that location.
All characters start at the Tenement.
Until Evidence is displayed, you may not move on your move step.
When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.

HARROW
Harrow Suit: Stars


During This Adventure: When choosing deck upgrades, treat Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Stars

Until Evidence is displayed, you may not move on your move step.

When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.

Additional Rules: Villain: None

Closing Henchmen (Proxy A): Brother of the Seal:
Monster Story Bane 0

Traits:
Human
Monk
Veteran

To Defeat:
Combat 11+##

Resistant to Force.
Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.


Danger: Random new monster

Party Tracker

Scenario Level (#): 1

Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Brother of the Seal

Location #2: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Amiri, Ezren, Uliah, Pizazz, Brawl, Evidence, Brother of the Seal

Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Brother of the Seal

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Brother of the Seal

Location #5: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Brother of the Seal


Deck Hander

.
.
.
.

Ezren wrote:

Hand: Locate Object, Leech 2, Gem of Mental Acuity (Core), Bracers of Protection (Core), Soothing Word, Harrower,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acadamae Student (Core), Force Missile, Spellbook (Core), False Life, Codex (Core), Quarterstaff of Vaulting (Core), Fiery Glare, Lightning Touch, Leech, Magic Eye
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

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, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).


Pizazz Deckhandler
Pizazz wrote:

Hand: Deathbane Light Crossbow, Invisibility, Soothing Word, Archer, Troubadour, Prayer,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Amiri
Hero Points: 0
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Invisibility - local evade, 2d10 local stealth
Use any cards that will be helpful to you!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acid Burst, Incitation, Spellbook, Lookout, Force Missile, Mist Horn, Cat, Ring of Protection, Orison
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, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges 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, 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.



Deckhandler
Uliah wrote:

Hand: Horse, Sacred Candle, Enchant Weapon, Blessing of Gorum, Prayer,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Tenement
Hero Points: 0
NOTES:
Available Support: Speak up if you need healing. Boons 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 to defeat Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Sarenrae, Full Plate (Core), Orison (Tank), Camel, Cure, Dwarven Longhammer +1, Retriever, Orison (Divine), Soothing Word (DD Reward), Scimitar (Core), Find Traps
Recharged:
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) to your combat or Divine check.
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 bane.

Grand Lodge

deck handler

"

Amiri wrote:

Hand: Benefaction, Battleaxe, Giantbane Greataxe, Orison,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spiked Breastplate, War Drum, Prayer, Earthbreaker, Cold Iron Greatsword, Soldier, Helm, Horn of Battle Clarity, Crowbar, Korvosan Guard, The Keep
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 [ ]
POWERS:
On your strength check or your check against a monster, You may bury a card from your hand (x 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)
At the end of your turn, you may move, any local characters may move with you

"


During This Adventure: When choosing deck upgrades, treat Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Stars

Until Evidence is displayed, you may not move on your move step.

When you close a location and would banish the story bane Evidence, instead shuffle it into another random location, then all characters move to that location.

Additional Rules: Villain: None

Closing Henchmen (Proxy A): Brother of the Seal:
Monster Story Bane 0

Traits:
Human
Monk
Veteran

To Defeat:
Combat 11+##

Resistant to Force.
Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.


Danger: Random new monster

Party Tracker

Scenario Level (#): 1

Turn: 1, Uliah/Prof._Ravenus_Soleter

Random Cards:

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

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.

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

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:
Strangler
CotCT
Monster 1
Traits:
Aberration
To Defeat:
Combat 10
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Noxious Bomb
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison
To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.

Spoiler:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

Spoiler:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.


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

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

Spoiler:
Gentleman Explorer
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.

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

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

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

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

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

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

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.

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 1 Pizazz/rhynndavrie
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.
Hourglass Card 2 Amiri/JeffCook:
Spoiler:
Hourglass Card 2 Amiri/JeffCook
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Ezren/Nickademus:
Spoiler:
Hourglass Card 3 Ezren/Nickademus
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.
Hourglass Card 4 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 4 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 5 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 5 Pizazz/rhynndavrie
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 6 Amiri/JeffCook:
Spoiler:
Hourglass Card 6 Amiri/JeffCook
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.
Hourglass Card 7 Ezren/Nickademus:
Spoiler:
Hourglass Card 7 Ezren/Nickademus
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 8 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 8 Uliah/Prof._Ravenus_Soleter
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 9 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 9 Pizazz/rhynndavrie
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 10 Amiri/JeffCook:
Spoiler:
Hourglass Card 10 Amiri/JeffCook
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Ezren/Nickademus:
Spoiler:
Hourglass Card 11 Ezren/Nickademus
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.
Hourglass Card 12 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 12 Uliah/Prof._Ravenus_Soleter
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 13 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 13 Pizazz/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 14 Amiri/JeffCook:
Spoiler:
Hourglass Card 14 Amiri/JeffCook
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 15 Ezren/Nickademus:
Spoiler:
Hourglass Card 15 Ezren/Nickademus
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 16 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 16 Uliah/Prof._Ravenus_Soleter
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 17 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 17 Pizazz/rhynndavrie
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 18 Amiri/JeffCook:
Spoiler:
Hourglass Card 18 Amiri/JeffCook
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 19 Ezren/Nickademus:
Spoiler:
Hourglass Card 19 Ezren/Nickademus
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 20 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 20 Uliah/Prof._Ravenus_Soleter
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 21 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 21 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 22 Amiri/JeffCook:
Spoiler:
Hourglass Card 22 Amiri/JeffCook
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 23 Ezren/Nickademus:
Spoiler:
Hourglass Card 23 Ezren/Nickademus
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 24 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 24 Uliah/Prof._Ravenus_Soleter
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 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 25 Pizazz/rhynndavrie
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.
Hourglass Card 26 Amiri/JeffCook:
Spoiler:
Hourglass Card 26 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.
Hourglass Card 27 Ezren/Nickademus:
Spoiler:
Hourglass Card 27 Ezren/Nickademus
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 28 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 28 Uliah/Prof._Ravenus_Soleter
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hourglass Card 29 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 29 Pizazz/rhynndavrie
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.

Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Brother of the Seal

Den Of Iniquity Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 2:
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.
Den Of Iniquity Card 3:
Elixir of Energy Resistance
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Den Of Iniquity Card 4:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.
Den Of Iniquity Card 5:
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.
Den Of Iniquity Card 6:
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.
Den Of Iniquity Card 7:
Flaming Shortbow
CotCT
Weapon 1
Traits:
2-Handed
Bow
Fire
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 9
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
Crowbar
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Den Of Iniquity Card 10:
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

Location #2: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Amiri, Ezren, Uliah, Pizazz, Evidence, Brother of the Seal
Tenement Card 1 (Brawl):
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.
Tenement Card 2:
Poison Gas
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Tenement Card 3:
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.
Tenement Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Tenement Card 5:
Pig
CotCT
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
On a local Constitution or Charisma check, recharge to add 1d4.
Discard to explore. This exploration, when you defeat a monster, heal a card.
Tenement Card 6:
Gem of Mental Acuity
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Tenement Card 7:
Evidence
CotCT
Story Bane 1
Type: Barrier
Traits:
Task
Trigger
Veteran
To Defeat:
Intelligence
Wisdom
Knowledge
Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat.
If defeated, display this barrier next to the scenario.
Tenement Card 8:
Bat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Tenement Card 9:
Quilted Cloth Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Tenement Card 10:
Ambush
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Tenement Card 11:
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.
Tenement Card 12:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

Location #3: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Brother of the Seal
Dungeons Card 1:
Kukri
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Dungeons Card 2:
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.
Dungeons Card 3:
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.
Dungeons Card 4:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Dungeons Card 5:
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.
Dungeons Card 6:
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.
Dungeons Card 7:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Dungeons Card 8:
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.
Dungeons Card 9:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Dungeons Card 10:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Brother of the Seal
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Twisting Passages Card 3:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 4:
Lost Local
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Twisting Passages Card 5:
Longspear
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Codex
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Twisting Passages Card 10:
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.

Location #5: Alley
Urban
At This Location: When you play an ally for its power, display it next to this location card.
When Closing: Summon and acquire an ally.
When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Brother of the Seal
Alley Card 1:
Luckstone
Core
Item 0
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Alley Card 2:
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.
Alley Card 3:
Sage
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Alley Card 4:
Traitor
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
Alley Card 5:
Harrow Deck
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Alley Card 6:
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.
Alley Card 7:
Porcupine
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Alley Card 8:
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.
Alley Card 9:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Alley Card 10:
Enchant Weapon
Core
Spell 0
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.


Deckhandler

Uliah starts. The hour is Incitation. When this is the hour: No effect.

Uliah explores and encounters the Brawl. It's probably for the best that Uliah has no weapon in hand. Sarenrae wouldn't want anyone to get seriously hurt. Though Uliah is making a Melee check, not a combat check, so he gets no benefit from being mounted on a Horse.

Before acting, each other local character encounters the Brawl, so that will affect which boons are available to me. I'll take a whistle from Pizazz on my own check.

Melee 5: 2d6 + 2 ⇒ (2, 3) + 2 = 7

I'll wait for the other players to resolve their Brawls to determine if I still have a blessing to explore with after I defeat mine. They're here if you need them, folks. Especially you, Pizazz. I know you can't whistle on your own check.


Pizazz Deckhandler

*Whistling a fight song (Recharge Archer)*

Discard my Prayer to bless.

Brawl-CtD: Dex 5: 2d10 ⇒ (7, 9) = 16

Pizazz nimbly dodges through the crowd providing accompaniment to the overall melee!

Will recharge Troubadour and Soothing Word if more whistles are wanted, happy to do so!


Deck Hander

.
.
.
.

Encounter Brawl.
Asks Pizazz to recharge Troubadour to add 1d6.
Dexterity 5: 2d6 ⇒ (5, 6) = 11
Success


Deckhandler

I'm going to wager that Amiri doesn't need my help in this Brawl, so I'm going to finish my turn.

Invigorated by the scrap, Uliah calls upon the Blessing of Gorum to explore into a Poison Gas barrier. Must be the town guard trying to disperse the brawling Brothers of the Seal. Uliah will take another whistle from Pizazz to blow away this cloud of gas. And a Prayer never hurts.

Disable 7: 2d4 + 1d6 ⇒ (2, 4) + (4) = 10

We can breathe easy. Uliah is done for the moment.

I have nothing to recover. I draw Find Traps (great timing there), and Full Plate, which I will don. It is Pizazz's turn.

Uliah wrote:

Hand: Horse, Sacred Candle, Enchant Weapon, Find Traps,

Displayed: Full Plate (Core),
Deck: 9 Discard: 2 Buried: 0
Current Location: Tenement
Hero Points: 0
NOTES:
Available Support: Speak up if you need healing. Boons 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 to defeat Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Retriever, Scimitar (Core), Camel, Blessing of Sarenrae, Orison (Divine), Dwarven Longhammer +1, Orison (Tank), Cure, Soothing Word (DD Reward)
Recharged:
Discard Pile: Blessing of Gorum, Prayer,
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) to your combat or Divine check.
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 bane.

Grand Lodge

deck handler

melee: 1d12 + 3 ⇒ (9) + 3 = 12


Pizazz Deckhandler

*Whistles about Poison (recharge Soothing Word)*

----------

Turn 2, The Betrayal
Hour Power: When you acquire a boon, bury it.

Pizazz is feeling in need of a drink after all this whistling, he takes a moment and offers up a little prayer at the shrine in the Tenement.

Abadar's Law-CtA: Diplomacy 5: 1d10 + 3 ⇒ (4) + 3 = 7 Success, buried.

He thought he felt a little guidance there for a moment, but when he opens his eyes, there is still nothing to drink. He shrugs and figures if he keeps assisting with looking around he might find something to wet his whistle.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Invisibility, Force Missile, Acid Burst, Lookout, Incitation,

Displayed:
Deck: 8 Discard: 1 Buried: 1
Current Location: Amiri
Hero Points: 0
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Invisibility - local evade, 2d10 local stealth
Use any cards that will be helpful to you!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spellbook, Cat, Ring of Protection, Mist Horn, Orison
Recharged: Archer, Troubadour, Soothing Word,
Discard Pile: Prayer,
Buried Pile: Abadar's Law,

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, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges 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, 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.


Grand Lodge

deck handler

It is the hour of prayer and Amiri exploresto find a brother of the seal

random other player: 1d3 ⇒ 2 Uliah

Amiri fortitude 5: 1d8 + 1 ⇒ (4) + 1 = 5

Ulliah must make a similair checkbut we cant both fail now

Amiri hefts her great axe. I was expecting someone taller

Displaying giant bane axe and recharging orision

melee=13 combat: 3d12 + 4 ⇒ (6, 7, 3) + 4 = 20

Bury battle axe to close the tennement

evidence goes to 1d4 ⇒ 2

Grand Lodge

deck handler

End turn and draw cards

"

Amiri wrote:

Hand: Benefaction, Giantbane Greataxe, The Keep,

Displayed: Spiked Breastplate,
Deck: 10 Discard: 0 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessing available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soldier, Horn of Battle Clarity, Korvosan Guard, Helm, Prayer, Earthbreaker, Cold Iron Greatsword, War Drum, Crowbar
Recharged: Orison,
Discard Pile:
Buried Pile: Battleaxe,

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 [ ]
POWERS:
On your strength check or your check against a monster, You may bury a card from your hand (x 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)
At the end of your turn, you may move, any local characters may move with you

"


Deckhandler

Uliah literally bumps into a brawling monk. He tries to get out of the way.

Dexterity 5: 1d6 ⇒ 6

Success. Somehow Uliah dodges the monk's fist (and Amiri's greataxe!) We all follow Gerik as he ducks into the Dungeons.

Uliah wrote:

Hand: Horse, Sacred Candle, Enchant Weapon, Find Traps,

Displayed: Full Plate (Core),
Deck: 9 Discard: 2 Buried: 0
Current Location: Dungeons
Hero Points: 0
NOTES:
Available Support: Speak up if you need healing. Boons 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 to defeat Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scimitar (Core), Soothing Word (DD Reward), Orison (Tank), Camel, Retriever, Orison (Divine), Dwarven Longhammer +1, Cure, Blessing of Sarenrae
Recharged:
Discard Pile: Blessing of Gorum, Prayer,
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) to your combat or Divine check.
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 bane.

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