[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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During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 2, and all other Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Hammers

At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.

When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

Additional Rules: Villain: None

Closing Henchmen (Proxy A): Make Your Case:
Barrier Story Bane 2

Traits:
Task

To Defeat:
Charisma/Diplomacy 10

Before acting, roll 1d4, then attempt a check of the corresponding type:
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.


Danger: Make Your Case:
Barrier Story Bane 2

Traits:
Task

To Defeat:
Charisma/Diplomacy 10

Before acting, roll 1d4, then attempt a check of the corresponding type:
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.

Party Tracker

Scenario Level (#): 2

Turn: 15, Ezren/Nickademus

Random Cards:

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

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

Spoiler:
Wolf Pack
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.

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

Spoiler:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

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

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

Spoiler:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.

Spoiler:
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:
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.

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

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

Spells
Spoiler:
Deflect
Core
Spell 0
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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:
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:
Remove Disease
CotCT
Spell 1
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to remove the scourge Plagued from any number of local characters.

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


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

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

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

Spoiler:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
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.

Items
Spoiler:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

Spoiler:
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.

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:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.

Spoiler:
Token of Remembrance
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.

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

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

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

Spoiler:
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.

Spoiler:
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.

Blessings
Spoiler:
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.

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

Spoiler:
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.

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

Spoiler:
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

Current Hour:

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

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 Pizazz/rhynndavrie
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
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 4 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
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 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 6 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 Pizazz/rhynndavrie
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 Ezren/Nickademus
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 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.
Hourglass Card 10 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 Pizazz/rhynndavrie
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 11 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 12 Ezren/Nickademus:
Spoiler:
Hourglass Card 12 Ezren/Nickademus
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 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 13 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 14 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 14 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 15 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.

Location #1: Arsenal
Underground
Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 1 Ba: 0 W: 3 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Amiri, Make Your Case

Arsenal Card 1 (Riding Allosaurus):
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Arsenal Card 2:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Arsenal Card 3:
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.
Arsenal Card 4:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Arsenal 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.
Arsenal 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.
Arsenal Card 7:
Frost Longspear
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Arsenal Card 8:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Arsenal Card 9:
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.

Location #5: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ezren, Uliah, Pizazz, Make Your Case
Tenement Card 1:
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Tenement Card 2:
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.
Tenement Card 3:
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.
Tenement Card 4:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Location #6: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Make Your Case
Academy Card 1 (Reefclaw):
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Academy Card 2:
Henchman Proxy A6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Academy Card 3:
Guide
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Academy Card 4:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: Urgathoa's Gluttony - On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Location: Tenement - On your check to acquire an ally, you may bury a boon to add 1d8.

Start of Turn:
Examine top of deck (Frozen Touch).
Draw Frozen Touch.
Examine top of each location:
Arsenal: Riding Allosaurus
Tenement: Desna's Freedom
Academy: Reefclaw

On-Turn Actions
Recharge Leech to heal Amiri 1d4 - 1 ⇒ (4) - 1 = 3 cards.

Move Step: Moving to Academy.
Location: Academy - On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.

Free Exploration: Reefclaw
Banish Frostbite to use Arcane +2d4.
Combat 11: 1d12 + 2d4 + 3 ⇒ (12) + (2, 3) + 3 = 20
Combat 11: 1d12 + 2d4 + 3 ⇒ (2) + (1, 2) + 3 = 8
Accessory reroll d12 1d12 + 6 ⇒ (8) + 6 = 14
Success
Reefclaw is banished.

Recharge Frozen Touch to examine (Henchman Proxy - Make Your Case).

Ending Turn
Recovery:
Frostbite
Arcane 8: 1d12 + 3 ⇒ (12) + 3 = 15
Success
Reset: Drawing three cards (Lightning Bolt, Leech, Acadamae Student).

Ezren wrote:

Hand: Quarterstaff of Vaulting (Core), Force Missile, Fiery Glare, Lightning Bolt, Leech 2, Acadamae Student (Core),

Displayed: False Life,
Deck: 10 Discard: 2 Buried: 1
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Good Omen 2, Enervation, Locate Object, Spellbook (Core), Magic Eye, Good Omen, Gem of Mental Acuity (Core)
Recharged: Leech, Frozen Touch, Frostbite,
Discard Pile: Codex (Core), Bound Imp,
Buried Pile: Ring of Protection (Core),

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 Owl. When this is the hour: Your Survival check is blessed. Which would be great for acquiring that Riding Allosaurus if only I had the Survival skill.

Uliah moves to the Academy, then recharges Protect to recharge a card from discards. 1d7 ⇒ 4 Fox is recharged.

Exploring at the Academy, Uliah is asked to Make his Case in one of the lecture halls. 1d4 ⇒ 1 Looks like lockpicking is on the syllabus.

Disable 4: 1d4 ⇒ 3

Failure. Discard the Retriever. Only service animals are allowed in the lecture hall. Uliah asks for some help from Pizazz's harrow blessing, The Paladin.

Diplomacy 10: 2d8 + 2 + 1d10 + 2 ⇒ (2, 7) + 2 + (8) + 2 = 21

Success, and by such a wide margin that the Duskwarden onlookers are once again aghast. Uliah gavels the proceedings to a close with his Longhammer and leaves it on the podium.

Uliah resets his hand, drawing Find Traps, Abadar's Law, his Heavy Pick, and Cure.

It is Pizazz's turn. Uliah casts Cure on himself.
1d4 + 1 ⇒ (3) + 1 = 4

1d8 ⇒ 3 Crow
1d7 ⇒ 6 Retriever
1d6 ⇒ 2 The Prince of Pain
1d5 ⇒ 3 The Big Sky

Uliah wrote:

Hand: Heavy Pick, Horse, Find Traps, Abadar's Law,

Displayed: Full Plate (Core),
Deck: 10 Discard: 4 Buried: 1
Current Location: Academy
Hero Points: 1
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crow, Pharasma's Knowing, Desna's Freedom, Protect, Teamster, Fox, Blessing of Sarenrae, Retriever, The Prince of Pain (Loot, swapped in for Blessing of Gorum), The Big Sky
Recharged:
Discard Pile: Bastard Sword, Soothing Word (DD Reward), Camel, Dwarven Longhammer +1,
Buried Pile: Sacred Candle,

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

*Whistling for Amiri's Dagger (Recharge Circlet)*

Spending The Paladin for Uliah.

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

Turn 17, Asmodeus's Tyranny
Hour Power: When you fail a check, you may bury your hand and discards to reroll.

Pizazz scouts around a bit to get the lay of the land. Arsenal: Riding Allosaurus, Tenement: Desna's Freedom, Academy: Guide

After getting a good look around he decides to see if he can make friends with the Riding Allosaurus. They say music soothes the savage beast, so it might work.

Spending Amiri's The Trumpet to acquire Ally 2.

Riding Allosaurus-CtA: Charisma 13: 3d10 + 1 ⇒ (6, 4, 10) + 1 = 21 Success, acquired.

With a little couching from Amiri, Pizazz has a new friend who is anxious to bite something. But first, Pizazz sets about patching some of Amiri's wounds.

Bury Priest to heal Amiri.

Amiri Heals: 1d4 + 1 ⇒ (4) + 1 = 5

Discard Riding Allosaurus to explore at Arsenal.

Heading deeper into the Arsenal Pizazz finds a matching horn to one of his own, never one to turn down an instrument he hops off the Allosaurus to take a better look.

Item 2, so spending Uliah's Abadar's Law to attempt to acquire.

Horn of Blasting-CtA: Constitution 7: 2d6 ⇒ (4, 4) = 8 Success.

Pizazz smiles as he sees the Horn is still in good working order. He takes a moment to polish it up as it has been left a little worse for wear and Pizazz is a professional and wouldn't be caught with an instrument in that condition.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Force Missile, Soothing Word, Frost Ray, Ring of Protection (Loot), Horn of Blasting, Horn of Blasting (acq),

Displayed:
Deck: 13 Discard: 6 Buried: 3
Hero Points: 1
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! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Lookout, Cat, The Juggler, Orison, Viper Strike
Recharged: Invisibility, Harrowed Society Student, War Drum, Mist Horn, Burglar, Troubadour, Circlet of Mental Acuity,
Discard Pile: The Twin, Spellbook, Archer (Acq.), Archer, The Paladin, Riding Allosaurus,
Buried Pile: Charm Person, Pit Gladiator, Priest of Pharasma,

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

Amiri has been well and truly healed however her trumpet is blown

Scouting guide at academy desna freedom tenement and pig at the arsenal

Maybe banish desnas freedom left pig as it give free explore with possible benefit

Leave in place explore arsenal and encounter pig auto acquired

Discard to explore encounter necrophidian

Benefit if I win

Discard battle axe

melee 12: 1d12 + 3 + 1 + 2d8 ⇒ (12) + 3 + 1 + (2, 3) = 21

Monster defeated healing pig,axe: 1d2 ⇒ 1

"

Amiri wrote:

Hand: Craftsman, The Keep, Soldier, Snakebite Dagger,

Displayed: Spiked Breastplate, Spiked Half-Plate,
Deck: 12 Discard: 1 Buried: 1
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cold Iron Greatsword, Crowbar, The Lost, The Cricket, Pig, The Bear, Horn of Battle Clarity, Giantbane Greataxe, Earthbreaker, Korvosan Guard, Iron Shackles, Spider
Recharged:
Discard Pile: Battleaxe,
Buried Pile: The Trumpet,

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

At the end of Pizazz's turn, Uliah attempts to recover Cure.

Divine 8: 1d10 + 4 + 1d4 + 1 ⇒ (6) + 4 + (1) + 1 = 12

Success.


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: The Publican - When you would discard an ally, recharge it instead.
Location: Tenement - On your check to acquire an ally, you may bury a boon to add 1d8.

Start of Turn:
Examine top of deck (Magic Eye).
Draw Magic Eye.
Examine top of each location:
Arsenal: Henchman Proxy - Make Your Case
Tenement: Desna's Freedom
Academy: Guide

On-Turn Actions
Banish Magic Eye to examine Tenement (Desna's Freedom, Henchman Proxy - Make Your Case, Merchant).

Move Step: Moving to Academy.
Location: Academy - On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.

Free Exploration: Guide
Charisma 5: 1d6 ⇒ 5
Success
Guide is acquired.

Academic Exploration: Symbol of Agony
Ask Uliah to cast Find Traps.
Arcane 9: 1d12 + 2d6 + 3 ⇒ (12) + (5, 6) + 3 = 26
Success
Symbol of Agony is banished.
Guide is recharged.

Closing Location: Succeed at an Intelligence or Knowledge 5+# check.
Knowledge 7: 1d12 + 3 ⇒ (1) + 3 = 4
Failure

Recharge Leech to heal 1d4 - 1 ⇒ (3) - 1 = 2 cards.
Codex, Bound Imp are healed.

Ending Turn
Recovery:
Magic Eye
Arcane 9: 1d12 + 3 ⇒ (5) + 3 = 8
Failure
Reset: Drawing one card (Frostbite).

Party Resources Expended: Find Traps from Uliah banished.

Ezren wrote:

Hand: Quarterstaff of Vaulting (Core), Force Missile, Fiery Glare, Lightning Bolt, Acadamae Student (Core), Frostbite,

Displayed: False Life,
Deck: 12 Discard: 1 Buried: 1
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Guide (Core), Spellbook (Core), Frozen Touch, Codex (Core), Enervation, Gem of Mental Acuity (Core), Good Omen, Leech 2, Locate Object, Good Omen 2, Leech, Bound Imp
Recharged:
Discard Pile: Magic Eye,
Buried Pile: Ring of Protection (Core),

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).

Grand Lodge

deck handler

Oops missed discard for over kill

Poison blade discarded

pig axe dagger: 1d3 ⇒ 3

Then healed

Redo reset of hand

"

Amiri wrote:

Hand: Craftsman, Korvosan Guard, Spider, Horn of Battle Clarity,

Displayed: Spiked Breastplate, Spiked Half-Plate,
Deck: 11 Discard: 2 Buried: 1
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soldier, Iron Shackles, The Cricket, The Bear, Giantbane Greataxe, Earthbreaker, The Keep, Cold Iron Greatsword, Crowbar, Snakebite Dagger, The Lost
Recharged:
Discard Pile: Battleaxe, Pig,
Buried Pile: The Trumpet,

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

At the end of Ezren's turn, attempting to recover Find Traps.

Divine 8: 1d10 + 4 + 1d4 + 1 ⇒ (6) + 4 + (4) + 1 = 15

Success. Uliah's turn. The hour is Rovagug's Destruction. When this is the hour: On your check, you may banish a random blessing from your discards to bless.

Examining the locations: same as on Ezren's turn except the Academy is empty. Uliah moves to the Tenement and explores into Desna's Freedom.

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

Success. Discarding Desna's Freedom to move, then explore. Uliah will explore at the Arsenal, encountering another chance to Make his Case to the Duskwardens. Since Pizazz is local here, Uliah will cede the floor to the goblin.

Uliah's turn will end after Pizazz's encounter, then Pizazz can take his turn. Uliah resets his hand, drawing Pharasma's Knowing, The Big Sky, and my own Desna's Freedom.

If Pizazz closes the Arsenal, Uliah will move to the Academy.

Uliah wrote:

Hand: Heavy Pick, Horse, Pharasma's Knowing, The Big Sky, Desna's Freedom,

Displayed: Full Plate (Core),
Deck: 10 Discard: 5 Buried: 1
Current Location: Arsenal
Hero Points: 1
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Teamster, Retriever, Protect, Crow, The Prince of Pain (Loot, swapped in for Blessing of Gorum), Fox, Blessing of Sarenrae
Recharged: Abadar's Law, Cure, Find Traps,
Discard Pile: Bastard Sword, Soothing Word (DD Reward), Camel, Dwarven Longhammer +1, Desna's Freedom (acquired),
Buried Pile: Sacred Candle,

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

Make Your Case-Random BYA: 1d4 ⇒ 2
Make the Case-BYA: Fort 4: 1d4 ⇒ 1 Fail, discard Force Missile.
Make the Case-CtD: Diplomacy 10: 1d10 + 3 ⇒ (8) + 3 = 11 Success, banished.

Pizazz has been through this a few times so he attempts to do the proving thing, and when that doesn't work, he spends some time arguing to convince everyone that despite that, he does know what he's talking about and it would be a good time to close the Arsenal.

Using Amiri's Craftsman to try to close.

Bolas-CtA: Dexterity 5: 1d10 + 1d8 ⇒ (9) + (3) = 12 Success, Arsenal is closed. Move back to Tenement.

Pizazz sways the operators and even is able to talk them out of a weapon...not a special weapon, but you never know when another will come in handy.

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

Turn 21, Desna's Freedom
Hour Power: On each check, the first blessing played to bless may be played freely.

Pizazz finds himself again making the case, this time to shut down the Tenement.

Make Your Case-Random BYA: 1d4 ⇒ 2
Make the Case-BYA: Fort 4: 1d4 ⇒ 2 Fail, discard Bolas.

Again they force the goblin to do feats of strength and stamina, which again doesn't work out. So he's forced to convince them with words... Wish they would just start off with that.

Uliah recharges Desna's Freedom to bless against a barrier.

Make the Case-CtD: Diplomacy 10: 2d10 + 3 ⇒ (2, 6) + 3 = 11 Success!

Pizazz goes through the same points of the argument as before, methodically laying out the case. And again he convinces them, but unlike before they demand a bit of a bribe to keep quiet about all this. Reluctantly he passes over his scroll of Soothing Word.

Bury Soothing Word to close Tenement and then move to Academy.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Viper Strike, Frost Ray, Ring of Protection (Loot), Horn of Blasting, Horn of Blasting (acq), Orison,

Displayed:
Deck: 11 Discard: 8 Buried: 4
Hero Points: 1
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! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, The Juggler, Lookout, Cat
Recharged: Invisibility, Harrowed Society Student, War Drum, Mist Horn, Burglar, Troubadour, Circlet of Mental Acuity,
Discard Pile: The Twin, Spellbook, Archer (Acq.), Archer, The Paladin, Riding Allosaurus, Force Missile, Bolas,
Buried Pile: Charm Person, Pit Gladiator, Priest of Pharasma, Soothing Word,

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.



During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 2, and all other Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Hammers

At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.

When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card.

Additional Rules: Villain: None

Closing Henchmen (Proxy A): Make Your Case:
Barrier Story Bane 2

Traits:
Task

To Defeat:
Charisma/Diplomacy 10

Before acting, roll 1d4, then attempt a check of the corresponding type:
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.


Danger: Make Your Case:
Barrier Story Bane 2

Traits:
Task

To Defeat:
Charisma/Diplomacy 10

Before acting, roll 1d4, then attempt a check of the corresponding type:
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.

Party Tracker

Scenario Level (#): 2

Turn: 22, Amiri/JeffCook

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

Spoiler:
Demonling
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.

Spoiler:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.

Spoiler:
Goblin Troublemaker
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.

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

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

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

Spoiler:
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:
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.

Weapons
Spoiler:
Shortsword
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; 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.

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

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

Spoiler:
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.

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:
Levitate
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

Spoiler:
Lightning Bolt
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

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

Spoiler:
Confusion
Core
Spell 0
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Armors
Spoiler:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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

Spoiler:
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.

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:
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.

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

Spoiler:
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:
Token of Remembrance
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.

Spoiler:
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.

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

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

Spoiler:
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:
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:
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.

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

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

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

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

Current Hour:

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

Hours Remaining: 8

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Nickademus:
Spoiler:
Hourglass Card 1 Ezren/Nickademus
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 2 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 2 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.
Hourglass Card 3 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 3 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 4 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 5 Ezren/Nickademus:
Spoiler:
Hourglass Card 5 Ezren/Nickademus
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 6 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 6 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 7 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 7 Pizazz/rhynndavrie
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 Amiri/JeffCook:
Spoiler:
Hourglass Card 8 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.

Location #6: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren, Uliah, Pizazz, Amiri

Grand Lodge

deck handler

Amiri hands horn of blasting to pizazz whistle a tune for me

intelligence 7: 2d6 + 3 ⇒ (3, 2) + 3 = 8

Academy is closed


Balok throws their hands up in exasperation.

“Alright, alright, you’ve made your case. I’ll grant you access into the path. But know this: you keep your head down, and your eyes peeled. I can’t have my Duskwardens babysitting you. They have enough on their plate.”

You assure the Duskwardens that Pathfinders need no monitoring, but they scoff under their breath. Still, they stay true to their word and thump heavily on the ceiling with a gauntleted fist.

“Duskwardens!” they call out. “Ready your arms! We have Pathfinders to escort.”

REWARD
Loot: the ally Duskwarden Ranger

Duskwarden Ranger:
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.


Adventure Deck Society characters may choose a bonus deck upgrade.

HERO POINT
All characters earn 1 Hero Point.
Ezren may spend it on a Skill or Power feat.
Amiri, Pizazz, and Uliah may spend it on a Skill feat.

ACQUIRED CARDS

  • Pit Gladiator (Ally 2)
  • Riding Allosaurus (Ally 2)
  • Crow (Ally 1)
  • Fox (Ally 1)
  • Priest of Pharasma (Ally 1)
  • Harrowed Society Student (Ally 0)
  • Archer (Ally 0)
  • Burglar (Ally 0)
  • Pig (Ally 0)
  • Spider (Ally 0)
  • Guide (Ally 0)
  • Teamster (Ally 0)

  • The Big Sky (Blessing 2)
  • Desna's Freedom (Blessing 1)
  • The Twin (Blessing 1)

  • Iron Shackles (Item 2)
  • Horn of Blasting (Item 2)
  • Circlet of Mental Acuity (Item 2)

  • Good Omen (Spell 1)
  • Charm Person (Spell 1)
  • Frozen Touch (Spell 0)
  • Viper Strike (Spell 0)
  • Frostbite (Spell 0)
  • Bolas (Weapon 0)

  • Snakebite Dagger (Weapon 1)


Scenario D: What Lies Beneath the City
The temperature quickly drops to an uncomfortable subterranean chill as you watch a Duskwarden pull shut the doors behind you. As your eyes acclimate to the dim light, Balok pulls out a series of small crystal necklaces and gestures for you to take one.

“Halflight Charm,” they whisper. “Lights the way and lets us find you if you get lost.”

The crystal casts a cool glow across the stone and brick around you. As you’re led into the Halflight Path, you have the unmistakable feeling you’re drawing nearer to the source of the undead in Kaer Maga. The trek is arduous and fraught with dangers underfoot; loose stones, tight gaps, and long falls await you at every turn.

The Duskwardens chat with you quietly during some parts of the journey, sharing tales of monsters bested, caravans saved, and comrades lost. As you approach each intersection, though, they fall silent, carefully eying the blocked side passages and tunnels as they hurry you quickly past them. Many steps further, you begin to see signs of prior battles. Huge corpses of slain beast and monster are pushed to the side of the path, too big to pull to the surface. Each time you pass such a battle site, the Duskwardens tighten their grips on their weapons, keeping close eyes on the bodies themselves.

A rough-hewn tunnel gives way to a level walking path for a few moments, and you ask Balok about the bodies. They turn to you with a weary expression and reply, “There’s no rhyme or reason to what gets reanimated. Trust nobody down here, and more importantly... trust no body.”

As you descend, the brick walls and barricades blocking off side passages and tunnels show signs of heavy wear and tear. You catch sight of yellow eyes peering at you from small holes in the walls. Suddenly, Balok brings the group to a halt with a raised fist. They point at the way ahead, where a pile of bricks lies cast out from a side passage. Something may have gotten through. They walk a few steps closer to peer around the edge of the tunnel, and a yell of alarm is cut short by a spray of steaming green acid that splatters across their front.

Balok’s body has barely touched the floor before it is overrun by a trio of horse-sized chitinous creatures that scuttle out of the side tunnel and into the passage. The acid mantises raise their powerful mandibles in the air, clacking together as a loud hissing fills the tunnel. You hear a more ominous scuffling from the darkness.

That must be their queen.

DURING THIS SCENARIO
Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it.

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

HARROW
Harrow suit: Stars


During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 2, and all other Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Stars

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

Additional Rules:

Villain (Proxy V1): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Closing Henchmen (Proxy A): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Danger: Random Undead story bane

Party Tracker

Scenario Level (#): 2

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Location #5: Mine
Underground
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.
When Closing: Summon and acquire a weapon.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Location #6: 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:


Deckhandler

Uliah will return to the Blessing of Gorum instead of sticking with The Prince of Pain. Taking the Weapon 1 (Glorious Warhammer) as a replacement for the Heavy Pick.

Uliah starts at the Pit, hoping that Pharasma dishes up a weapon on his first turn.

Uliah wrote:

Hand: Retriever, Find Traps, Blessing of Gorum, Pharasma's Knowing, Soothing Word (DD Reward),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Pits
Hero Points: 1
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Glorious Warhammer, Bastard Sword, Sacred Candle, Protect, Cure, Horse, Full Plate (Core), Desna's Freedom, Blessing of Sarenrae, Abadar's Law, Camel, Dwarven Longhammer +1
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.


Deck Hander

Starting Location: Caves
.
.
.

Ezren wrote:

Hand: Fiery Glare, Good Omen, Locate Object, Lightning Bolt, Leech, Noble,

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Codex (Core), Gem of Mental Acuity (Core), Spellbook (Core), Bound Imp, Acadamae Student (Core), Quarterstaff of Vaulting (Core), Force Missile, Enervation, Magic Eye, Ring of Protection (Core), False Life
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

Will take the Leech that Ezren left behind.

Pizazz sticks with Uliah in case some Undead pop up.

Pizazz wrote:

Hand: Frost Ray, Soothing Word, Invisibility, Ring of Protection (Loot), Mist Horn, Horn of Blasting, Troubadour,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 1
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! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Juggler, Archer, Prayer, Cat, Deathbane Light Crossbow, The Paladin, Orison, Fool's Gold, Leech, Drum of Haste
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.


Grand Lodge

deck handler

Staying with Pizazz and taking loots the lost and the cricket

"

Amiri wrote:

Hand: Cold Iron Greatsword, War Drum, The Bear, Horn of Battle Clarity,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soldier, Pit Gladiator, Earthbreaker, Battleaxe, Banner of the Ancient Kings, The Lost, Giantbane Greataxe, The Keep, The Trumpet, Craftsman, The Cricket, Spiked Half-Plate, Spiked Breastplate
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 of the harrow suit as being level 2, and all other Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Stars

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

Additional Rules:

Villain (Proxy V1): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Closing Henchmen (Proxy A): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Danger: Random Undead story bane

Party Tracker

Scenario Level (#): 2

Turn: 1, Ezren/Nickademus

Random Cards:

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

Spoiler:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 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 Rat
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Survival 6
After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
If undefeated, suffer the scourge Plagued.

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

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

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

Spoiler:
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.

Spoiler:
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.

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

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

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

Spells
Spoiler:
Soothing Word
Core
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 6
On your turn, banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

Spoiler:
Unearthly Aim
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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


Spoiler:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

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:
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.

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

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

Spoiler:
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.

Items
Spoiler:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.

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

Spoiler:
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.


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:
Tangleburn Bag
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.

Allies
Spoiler:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

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

Spoiler:
Standard Bearer
Core
Ally 1
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.

Spoiler:
Priest of 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.

Blessings
Spoiler:
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

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

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

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

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

Hour Power: On your check to close or to guard, add 1d4.

Current Hour:

Abadar's Law:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter
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 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 Pizazz/rhynndavrie
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
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.
Hourglass Card 4 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
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 5 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 6 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 Pizazz/rhynndavrie
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.
Hourglass Card 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 Ezren/Nickademus
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 10 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 Pizazz/rhynndavrie
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.
Hourglass Card 11 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
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.
Hourglass Card 12 Ezren/Nickademus:
Spoiler:
Hourglass Card 12 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 13 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter
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 14 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 14 Pizazz/rhynndavrie
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 15 Amiri/JeffCook:
Spoiler:
Hourglass Card 15 Amiri/JeffCook
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.
Hourglass Card 16 Ezren/Nickademus:
Spoiler:
Hourglass Card 16 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 17 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 17 Uliah/Prof._Ravenus_Soleter
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 18 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 18 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.
Hourglass Card 19 Amiri/JeffCook:
Spoiler:
Hourglass Card 19 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 20 Ezren/Nickademus:
Spoiler:
Hourglass Card 20 Ezren/Nickademus
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 21 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 21 Uliah/Prof._Ravenus_Soleter
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 22 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 22 Pizazz/rhynndavrie
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 23 Amiri/JeffCook:
Spoiler:
Hourglass Card 23 Amiri/JeffCook
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 24 Ezren/Nickademus:
Spoiler:
Hourglass Card 24 Ezren/Nickademus
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 25 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 25 Uliah/Prof._Ravenus_Soleter
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 26 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 26 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 27 Amiri/JeffCook:
Spoiler:
Hourglass Card 27 Amiri/JeffCook
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 28 Ezren/Nickademus:
Spoiler:
Hourglass Card 28 Ezren/Nickademus
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 29 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 29 Uliah/Prof._Ravenus_Soleter
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.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren

Caves Card 1:
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.
Caves Card 2:
Circlet of Mental Acuity
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Caves Card 3:
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
Caves Card 4:
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.
Caves Card 5:
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.
Caves Card 6:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Caves Card 7:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Caves Card 8:
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.
Caves Card 9:
Metal Cobra
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Caves Card 10:
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Oubliette Card 1:
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.
Oubliette Card 2:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 3:
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.
Oubliette Card 4:
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.
Oubliette Card 5:
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.
Oubliette Card 6:
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.
Oubliette Card 7:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Oubliette Card 8:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Oubliette Card 9:
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.
Oubliette Card 10:
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.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Spider Nest Card 1:
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.
Spider Nest Card 2:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 3:
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.
Spider Nest Card 4:
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.
Spider Nest Card 5:
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.
Spider Nest Card 6:
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.
Spider Nest Card 7:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Spider Nest Card 8:
Brain Ooze
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Spider Nest Card 9:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Spider Nest Card 10:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Uliah, Pizazz, Amiri
Pits Card 1:
Elixir of Love
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.

Pits Card 2:
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.

Pits Card 3:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Pits Card 4:
Shortsword
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Pits Card 5:
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.
Pits Card 6:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Pits Card 7:
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.
Pits Card 8:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Pits Card 9:
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.
Pits Card 10:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.

Location #5: Mine
Underground
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.
When Closing: Summon and acquire a weapon.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Mine Card 1:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Mine Card 2:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Mine Card 3:
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.
Mine Card 4:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Mine Card 5:
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.
Mine 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.
Mine Card 7:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Mine Card 8:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Mine Card 9:
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.
Mine Card 10:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Location #6: 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:
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 3:
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 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Twisting Passages Card 5:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Twisting Passages Card 6:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Twisting Passages Card 7:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Twisting Passages Card 8:
Allying Dart
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Twisting Passages Card 9:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Twisting Passages Card 10:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.


Deckhandler

Transcribing Ezren's turn from Discussion to Gameplay to keep the order of events easy to decode.

Spoiler:

-- Ezren's Turn --
Hour: Abadar's Law - On your check to close or to guard, add 1d4.
Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.

Start of Turn:
Examine top of deck (Gem of Mental Acuity).

On-Turn Actions
Banish Locate Object to examine Caves (Circlet of Mental Acuity).
Banish Good Omen to add 1d6+2.
Intelligence 11: 1d12 + 1d6 + 4 ⇒ (1) + (5) + 4 = 10
Failure
Circlet of Mental Acuity is banished.

Free Exploration: 1d9 ⇒ 2 Tangle of Debris
Ask Uliah to cast Find Traps.
Dexterity 5: 3d6 ⇒ (6, 1, 6) = 13
Success
Tangle of Debris is banished.

Recharge Fiery Glare to examine Caves 1d8 ⇒ 7 (Metal Cobra).

Recharge Leech to Explore: Metal Cobra
Banish Lightning Bolt to use Arcane +3d6.
Combat 12: 1d12 + 3d6 + 4 ⇒ (11) + (3, 6, 1) + 4 = 25
Success
Metal Cobra is banished.

Ending Turn
Recovery:
Locate Object
Arcane 8: 1d12 + 3 ⇒ (5) + 3 = 8
Success
Good Omen
Arcane 8: 1d12 + 3 ⇒ (6) + 3 = 9
Success
Lightning Bolt
Arcane 10: 1d12 + 3 ⇒ (4) + 3 = 7
Failure
Reset: Drawing five cards (Gem of Mental Acuity, Codex, Spellbook, Ring of Protection, Quarterstaff of Vaulting).

Party Resources Expended: Find Traps from Uliah banished
Ezren wrote:

Hand: Noble, Gem of Mental Acuity (Core), Codex (Core), Spellbook (Core), Ring of Protection (Core), Quarterstaff of Vaulting (Core),
Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Skills and Powers:

Attempting to recover Find Traps at the end of Ezren's turn.

Divine 8: 1d10 + 4 + 1d4 + 1 ⇒ (3) + 4 + (4) + 1 = 12

Success.


Deckhandler

Uliah's turn. The hour is Gozreh's Growth. When this is the hour: On your check against an Animal or Elemental card, add 1d4. Keeping the top 3 cards of the hourglass faceup means we know that the next three hours are:

1. Proxy B (Acid Mantis) for Pizazz, who will encounter it, changing the hour into Gozreh's Growth again. Sadly, Acid Mantises are Vermin, not Animals.
2. The Brass Dwarf for Amiri.
3. The Dance for Ezren.

Uliah is at the Pit. He sees a distant Acid Mantis approaching the group and he looks around in search of a weapon to fight it. He discovers an Elixir of Love. Maybe he can chuck it at the bug. Alchemy isn't Ezren's strong suit, so he asks for Pizazz's help.

Intelligence 6: 2d6 ⇒ (6, 4) = 10

Success. Uliah will call upon Pharasma's Knowing to draw two cards (Sacred Candle and Full Plate), recharge two cards (Soothing Word and Elixir of Love), and then explore. Uliah encounters and Arcane scroll containing the spell Acid Burst. Uliah is no wizard, but he knows his way around spellcraft. And perhaps another consultation with Pizazz will help.

Intelligence 4: 2d6 ⇒ (2, 6) = 8

Success. Maybe Ezren or Pizazz can make use of this later. Uliah will take a moment to don his Full Plate. Then Uliah calls upon Gorum to guide his hand to a weapon to smite the incoming Acid Mantis. He instead finds an Evil Eye. All this interfaith cooperation must have drawn the ire of a god I forgot to invoke.

Divine 8: 1d10 + 4 + 1d4 + 1 ⇒ (6) + 4 + (3) + 1 = 14

Success. May the light of Sarenrae blind all evil eyes.

Using the scenario rule, Uliah will reload Acid Burst to examine the top card of the Pits. The next card is a Shortsword (I was so close!). Uliah resets his hand, drawing the Acid Burst (obviously), his Dwarven Longhammer +1 (Gorum, you trickster, you had my back after all!), and Desna's Freedom.

It is Pizazz's turn.

Uliah wrote:

Hand: Retriever, Dwarven Longhammer +1, Acid Burst, Sacred Candle, Desna's Freedom,

Displayed: Full Plate (Core),
Deck: 11 Discard: 2 Buried: 0
Current Location: Pits
Hero Points: 1
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bastard Sword, Cure, Abadar's Law, Blessing of Sarenrae, Horse, Protect, Camel, Glorious Warhammer
Recharged: Find Traps, Soothing Word (DD Reward), Elixir of Love,
Discard Pile: Pharasma's Knowing, Blessing of Gorum,
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.

"


Pizazz Deckhandler

For Uliah

*Whistling for some Love Potion #9 (Recharge Soothing Word)*

*Whistling up some spellcraft knowledge (Recharge Ring of Protection)*

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

Turn 3, Proxy B!

Random Undead: 1d6 ⇒ 4 Mummy! Banish Invisibility to evade.

With the advanced notice provided by Uliah, Pizazz quickly casts Invisibility and the Mummy wanders past without bothering anyone. No need to fight if we can sneak past.

Hour resets to Gozreh's Growth.
Hour Power: On your check against an Animal or Elemental card, add 1d4.

Free explore, Shortsword.

Pizazz doesn't get too far past the Mummy before he finds a shortsword dropped by someone. He picks it up and examines it to see if there was a reason it was discarded.

Short Sword-CtA: Stealth 4: 1d10 + 1 ⇒ (4) + 1 = 5 Success.

Pizazz had his doubts, non-magic swords left in Pits and other cool damp places don't tend to fare well. This one seems to be in fairly good order.

Reload Shortsword to examine - Droogami is next.

Pizazz is about to head deeper in the pits when he hears the sound of some sort of large animal ahead. Maybe it's better to let Amiri deal with that he thinks.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile. Recharge Troubadour to add 1d6 on Cha check.
Invisibility: Arcane 9: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13 -> Invisibility recharged.

Pizazz resets his hand.

Pizazz wrote:

Hand: Shortsword, Frost Ray, Fool's Gold, Mist Horn, Horn of Blasting, Leech, The Paladin,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
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! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Archer, Prayer, Orison, The Juggler, Drum of Haste, Deathbane Light Crossbow, Cat
Recharged: Soothing Word, Ring of Protection (Loot), Troubadour, Invisibility,
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.


Grand Lodge

deck handler

It is the hour of the brass dwarf

Passes a war drum to pizazz and explores and finds the big cat

survival 6: 1d6 + 3 ⇒ (2) + 3 = 5

discard horn of battle clarity to location fail to acquire damage

discard bear to explore

pizazz whistling drum roll please

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

Acquired and reload to examine Door spike

Display all drawn armours after reset

No proxies in hours

Ezren The Dance
Uliah Pharasmas Knowing
Pizazz the incitation

"

Amiri wrote:

Hand: Cold Iron Greatsword, The Trumpet,

Displayed: Mithral Chain Shirt, Spiked Half-Plate,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Keep, Craftsman, The Cricket, Banner of the Ancient Kings, Spiked Breastplate, Giantbane Greataxe, Battleaxe, The Lost, Soldier, Pit Gladiator, Earthbreaker
Recharged:
Discard Pile: Horn of Battle Clarity, The Bear,
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 of the harrow suit as being level 2, and all other Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Stars

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

Additional Rules:

Villain (Proxy V1): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Closing Henchmen (Proxy A): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Danger: Random Undead story bane

Party Tracker

Scenario Level (#): 2

Turn: 5, Ezren/Nickademus

Random Cards:

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

Spoiler:
Harpy
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

Spoiler:
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:
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:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

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

Spoiler:
Sick Child
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.

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:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

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

Weapons
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:
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:
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.

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

Spells
Spoiler:
Dimensional Jump
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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


Spoiler:
Full Pouch
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.

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


Spoiler:
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:
Acid Arrow
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Spoiler:
Deflect
Core
Spell 0
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceWisdomArcaneDivine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

Spoiler:
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.

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

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

Items
Spoiler:
Tangleburn Bag
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.

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

Spoiler:
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.

Spoiler:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

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

Allies
Spoiler:
Frog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

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.

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

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


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

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

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

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

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

Hour Power: When at least 3 types of boon are played on any check, a character may draw a card.

Current Hour:

The Dance:
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.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter
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 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 Pizazz/rhynndavrie
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.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 4 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
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 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 6 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 Pizazz/rhynndavrie
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.
Hourglass Card 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
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.
Hourglass Card 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 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 9 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter
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 10 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 Pizazz/rhynndavrie
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 11 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
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.
Hourglass Card 12 Ezren/Nickademus:
Spoiler:
Hourglass Card 12 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 13 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 14 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 14 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.
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
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 17 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 17 Uliah/Prof._Ravenus_Soleter
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 18 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 18 Pizazz/rhynndavrie
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 19 Amiri/JeffCook:
Spoiler:
Hourglass Card 19 Amiri/JeffCook
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 20 Ezren/Nickademus:
Spoiler:
Hourglass Card 20 Ezren/Nickademus
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 21 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 21 Uliah/Prof._Ravenus_Soleter
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 22 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 22 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 23 Amiri/JeffCook:
Spoiler:
Hourglass Card 23 Amiri/JeffCook
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 24 Ezren/Nickademus:
Spoiler:
Hourglass Card 24 Ezren/Nickademus
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 25 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 25 Uliah/Prof._Ravenus_Soleter
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.

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

Caves Card 1:
Magic Full Plate
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Caves Card 2:
Vampire Spawn
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Caves Card 3:
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.
Caves Card 4:
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.
Caves Card 5:
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.
Caves Card 6:
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.
Caves Card 7:
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Oubliette Card 1:
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.
Oubliette Card 2:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 3:
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.
Oubliette Card 4:
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.
Oubliette Card 5:
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.
Oubliette Card 6:
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.
Oubliette Card 7:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Oubliette Card 8:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Oubliette Card 9:
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.
Oubliette Card 10:
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.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Spider Nest Card 1:
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.
Spider Nest Card 2:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 3:
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.
Spider Nest Card 4:
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.
Spider Nest Card 5:
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.
Spider Nest Card 6:
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.
Spider Nest Card 7:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Spider Nest Card 8:
Brain Ooze
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Spider Nest Card 9:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Spider Nest Card 10:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah, Pizazz, Amiri
Pits Card 1 (Door Spike):
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.
Pits Card 2:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Pits Card 3:
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.
Pits Card 4:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.

Location #5: Mine
Underground
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.
When Closing: Summon and acquire a weapon.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Mine Card 1:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Mine Card 2:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Mine Card 3:
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.
Mine Card 4:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Mine Card 5:
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.
Mine 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.
Mine Card 7:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Mine Card 8:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Mine Card 9:
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.
Mine Card 10:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Location #6: 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:
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 3:
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 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Twisting Passages Card 5:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Twisting Passages Card 6:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Twisting Passages Card 7:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Twisting Passages Card 8:
Allying Dart
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Twisting Passages Card 9:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Twisting Passages Card 10:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: The Dance - When at least 3 types of boon are played on any check, a character may draw a card.
Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.

Start of Turn:
Examine top of deck (Force Missile).
Draw Force Missile.

On-Turn Actions
Free Exploration: Magic Full Plate
Recharge Noble to add 1d6. Discard Codex to add 1d12+4.
Constitution 11: 1d12 + 1d6 + 1d4 + 4 ⇒ (7) + (6) + (4) + 4 = 21
Success
Magic Full Plate is acquired.

Display Magic Full Plate.

Recharge Force Missile to examine Caves (Vampire Spawn).

Ending Turn
Reset: Drawing two cards (Enervation, Magic Eye).

Ezren wrote:

Hand: Gem of Mental Acuity (Core), Spellbook (Core), Ring of Protection (Core), Quarterstaff of Vaulting (Core), Enervation, Magic Eye,

Displayed: Magic Full Plate (Core),
Deck: 9 Discard: 2 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bound Imp, Acadamae Student (Core), False Life
Recharged: Fiery Glare, Leech, Locate Object, Good Omen, Noble, Force Missile,
Discard Pile: Lightning Bolt, 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

(If nobody else wants that Armor 2 as loot, Uliah will be happy to take it. Thanks, Ezren!)

Uliah's turn. The hour is Pharasma's Knowing. When this is the hour: On your check against an Undead card, add 1d6. The face up cards on top of the hourglass are:

1. Incitation for Pizazz
2. Proxy B for Amiri
3. Calistria's Sting for Ezren

Uliah hands Acid Burst to Pizazz. Uliah moves to the Caves, then recharges his Sacred Candle so that Ezren can recharge a card from discards. Exploring into the Caves turns up that foreseen Vampire Spawn. A hammer, a mounted charge, and a Pharasma-Sarenrae tag team makes this a great turn to strike down this monstrosity.

Combat 15: 1d6 + 3 + 1d4 + 1 + 1d10 + 1 + 1d8 + 1d6 ⇒ (5) + 3 + (4) + 1 + (7) + 1 + (7) + (3) = 31

Uliah could have killed two Vampire Spawn with that roll. Discarding Desna's Freedom to move (back to the Pits to buff Amiri on her turn), then explore (into that Door Spike). I'll take an instrument whistle on this check so we don't all get impaled.

Wisdom 8: 1d10 + 1 + 1d6 + 3 ⇒ (3) + 1 + (2) + 3 = 9

Success. Uliah will have his Retriever peek ahead, spotting a set of magical Iron Shackles that Pizazz might be good at acquiring.

Uliah resets his hand, drawing the reloaded Retriever, Blessing of Sarenrae, Cure, and his Horse.

It is Pizazz's turn.

Uliah wrote:

Hand: Retriever, Dwarven Longhammer +1, Blessing of Sarenrae, Cure, Horse,

Displayed: Full Plate (Core),
Deck: 9 Discard: 3 Buried: 0
Current Location: Pits
Hero Points: 1
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Glorious Warhammer, Camel, Abadar's Law, Protect, Bastard Sword
Recharged: Find Traps, Soothing Word (DD Reward), Elixir of Love, Sacred Candle,
Discard Pile: Pharasma's Knowing, Blessing of Gorum, Desna's Freedom,
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.


Pizazz Deckhandler

Receive War Drum from Amiri.

*Whistling a tune or two for Amiri and Uliah (Recharge War Drum for Armor and Mist Horn for Door Spike)*

Also receive Acid Burst from Uliah.

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

Turn 7, Incitation
Hour Power: None

Pizazz has unfortunately spent some time around shackles, but he does recognize their uses.

Discard The Paladin to bless.

Iron Shackles-CtA: Dexterity 9: 1d10 + 1d10 ⇒ (4) + (6) = 10 Success.

Mostly his knowledge of them involves escaping from them and leaving, Pizazz looks forward to turn the tables on someone in the future.

Glancing around he notices Uliah looks a little banged up, so he sticks a few leeches on him. Pretty sure they make people feel better.

Recharge Leech to heal Uliah.

Ulaih healed by Leech!: 1d4 - 1 ⇒ (4) - 1 = 3 Uliah heals 3 cards.

Pizazz is more than a little impressed that the leeches do the trick and Uliah does start looking better.

Pizazz takes a moment to pack up his gear before moving on.

Pizazz wrote:

Hand: Shortsword, Frost Ray, Fool's Gold, Acid Burst, Horn of Blasting, Iron Shackles, Archer,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 1
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! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Orison, The Juggler, Deathbane Light Crossbow, Drum of Haste, Cat, Prayer
Recharged: Soothing Word, Ring of Protection (Loot), Troubadour, Invisibility, War Drum, Mist Horn, Leech,
Discard Pile: The Paladin,
Buried Pile:

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

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, 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.



During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 2, and all other Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Stars

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

Additional Rules:

Villain (Proxy V1): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Closing Henchmen (Proxy A): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Danger: Random Undead story bane

Party Tracker

Scenario Level (#): 2

Turn: 8, Amiri/JeffCook

Random Cards:

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

Spoiler:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

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

Spoiler:
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.

Barriers
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.

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

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

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.

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:
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.

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.

Spells
Spoiler:
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.

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:
Deathgrip
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


Spoiler:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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


Spoiler:
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.

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

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

Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.

Items
Spoiler:
Bracers of Protection
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.

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:
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:
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:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

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

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

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.

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

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

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

Hour Power:

Current Hour:

Henchman Proxy B3:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Nickademus:
Spoiler:
Hourglass Card 1 Ezren/Nickademus
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 2 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 2 Uliah/Prof._Ravenus_Soleter
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 3 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 3 Pizazz/rhynndavrie
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.
Hourglass Card 4 Amiri/JeffCook:
Spoiler:
Hourglass Card 4 Amiri/JeffCook
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.
Hourglass Card 5 Ezren/Nickademus:
Spoiler:
Hourglass Card 5 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 6 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 6 Uliah/Prof._Ravenus_Soleter
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 7 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 7 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 8 Amiri/JeffCook:
Spoiler:
Hourglass Card 8 Amiri/JeffCook
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.
Hourglass Card 9 Ezren/Nickademus:
Spoiler:
Hourglass Card 9 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 10 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 10 Uliah/Prof._Ravenus_Soleter
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 11 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 11 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.
Hourglass Card 12 Amiri/JeffCook:
Spoiler:
Hourglass Card 12 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 13 Ezren/Nickademus:
Spoiler:
Hourglass Card 13 Ezren/Nickademus
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 14 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 14 Uliah/Prof._Ravenus_Soleter
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 15 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 15 Pizazz/rhynndavrie
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 16 Amiri/JeffCook:
Spoiler:
Hourglass Card 16 Amiri/JeffCook
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 17 Ezren/Nickademus:
Spoiler:
Hourglass Card 17 Ezren/Nickademus
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 18 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 18 Uliah/Prof._Ravenus_Soleter
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 19 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 19 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 20 Amiri/JeffCook:
Spoiler:
Hourglass Card 20 Amiri/JeffCook
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 21 Ezren/Nickademus:
Spoiler:
Hourglass Card 21 Ezren/Nickademus
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 22 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 22 Uliah/Prof._Ravenus_Soleter
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.

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

Caves Card 1:
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.
Caves Card 2:
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.
Caves Card 3:
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.
Caves Card 4:
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.
Caves Card 5:
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Oubliette Card 1:
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.
Oubliette Card 2:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 3:
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.
Oubliette Card 4:
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.
Oubliette Card 5:
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.
Oubliette Card 6:
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.
Oubliette Card 7:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Oubliette Card 8:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Oubliette Card 9:
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.
Oubliette Card 10:
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.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Spider Nest Card 1:
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.
Spider Nest Card 2:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 3:
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.
Spider Nest Card 4:
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.
Spider Nest Card 5:
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.
Spider Nest Card 6:
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.
Spider Nest Card 7:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Spider Nest Card 8:
Brain Ooze
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Spider Nest Card 9:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Spider Nest Card 10:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Pizazz, Amiri, Uliah
Pits Card 1:
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.
Pits Card 2:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.

Location #5: Mine
Underground
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.
When Closing: Summon and acquire a weapon.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Mine Card 1:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Mine Card 2:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Mine Card 3:
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.
Mine Card 4:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Mine Card 5:
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.
Mine 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.
Mine Card 7:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Mine Card 8:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Mine Card 9:
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.
Mine Card 10:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Location #6: 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:
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 3:
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 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Twisting Passages Card 5:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Twisting Passages Card 6:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Twisting Passages Card 7:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Twisting Passages Card 8:
Allying Dart
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Twisting Passages Card 9:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Twisting Passages Card 10:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.

Grand Lodge

deck handler

Start of her turn Amiri fights an undead1d6 ⇒ 6

A Wraith Uliah thankfully imbues Amiris sword with magic

Recharge Spiked half plate and reveal sword and a pizazz whistle

combat 17: 2d12 + 3 + 1d8 + 1d6 + 1d4 ⇒ (7, 8) + 3 + (7) + (6) + (4) = 35

Amiri then explores and finds an acid Mantis or two First with a whistle and a sword

combat summoned 12: 2d12 + 3 + 1d6 ⇒ (11, 6) + 3 + (6) = 26

then main event with buried bear and sword

combat 14 the main event: 2d12 + 3 + 1d8 + 1 ⇒ (6, 6) + 3 + (1) + 1 = 17

Draw three cards recharge everything then shuffle deck as location closed

Draw some cards (not a weapon+ and display banner of kings

"

Amiri wrote:

Hand: The Cricket, Pit Gladiator, Soldier,

Displayed: Mithral Chain Shirt, Banner of the Ancient Kings,
Deck: 10 Discard: 1 Buried: 1
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Lost, The Trumpet, Battleaxe, The Keep, Craftsman, Earthbreaker, Cold Iron Greatsword, Spiked Breastplate, Spiked Half-Plate, Giantbane Greataxe
Recharged:
Discard Pile: Horn of Battle Clarity,
Buried Pile: The Bear,

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

"

Amiri follows Pizazz (im hoping to either Oubliette or mine as gives Amiri chance to pick up new weapon


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: Calistria's Sting - You may avenge by discarding a card.
Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.

Start of Turn:
Examine top of deck (Academae Student).

On-Turn Actions
Banish Magic Eye to examine Caves (Swamp Ooze, Keen Rapier, Sage's Journal).

Move Step: Moving to Oubliette.
Location: Oubliette - Damage you suffer is increased by 1.

Reload Spellbook to examine Oubliette (Mouse).

Free Exploration: Mouse
Wisdom 4: 1d8 ⇒ 1
Failure
Mouse is banished.

Recharge Enervation to examine Oubliette (Giantbane Greataxe).

Ending Turn
Recovery:
Magic Eye
Arcane 9: 1d12 + 3 ⇒ (10) + 3 = 13
Success
Reset: Drawing three cards (Spellbook, Acadamae Student, False Life).

On Uliah's Turn:
After Uliah's turn starts display False Life.

Ezren wrote:

Hand: Gem of Mental Acuity (Core), Ring of Protection (Core), Quarterstaff of Vaulting (Core), Spellbook (Core), Acadamae Student (Core),

Displayed: Magic Full Plate (Core), False Life,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bound Imp
Recharged: Fiery Glare, Leech, Locate Object, Good Omen, Noble, Force Missile, Codex (Core), Enervation, Magic Eye,
Discard Pile: Lightning Bolt,
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

When the Pits close, Uliah follows Pizazz and Amiri.

Uliah's turn. The hour is The Survivor. When this is the hour: At the start of your turn, you may recharge any number of cards then reset. Uliah doesn't need this Cure spell right now, so he will recharge it and draw his Bastard Sword.

Face up upcoming hours are:
The Waxworks for Pizazz
The Beating for Amiri
Orison for Ezren

Uliah doesn't need two weapons, so he hands the Bastard Sword to Amiri.

On my move step I move to the Mine and explore into a Skeletal Owlbeast.

Melee 5: 1d6 + 3 + 1d8 ⇒ (1) + 3 + (8) = 12
combat 14: 1d6 + 3 + 1d4 + 1 + 1d10 + 1 + 1d8 + 4 ⇒ (1) + 3 + (4) + 1 + (4) + 1 + (7) + 4 = 25

Uliah bats away the owlbeast's claws and strikes it down. Discarding Blessing of Sarenrae to explore into a Guardian Door.

Diplomacy 8: 1d8 + 2 ⇒ (6) + 2 = 8

Success. Uliah recharges the Horse to ride back to Pizazz and Amiri's location to support them. Resetting my hand, I draw my Glorious Warhammer, Abadar's Law, and Soothing Word.

It is Pizazz's turn.

Uliah wrote:

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

Displayed: Full Plate (Core),
Deck: 10 Discard: 1 Buried: 0
Current Location: Pizazz
Hero Points: 1
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Find Traps, Desna's Freedom, Camel, Sacred Candle, Blessing of Gorum, Elixir of Love, Protect, Pharasma's Knowing
Recharged: Cure, Horse,
Discard Pile: Blessing of Sarenrae,
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.


During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 2, and all other Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Stars

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

Additional Rules:

Villain (Proxy V1): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Closing Henchmen (Proxy A): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Danger: Random Undead story bane

Party Tracker

Scenario Level (#): 2

Turn: 11, Pizazz/rhynndavrie

Random Cards:

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

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

Spoiler:
Wolf Pack
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.

Spoiler:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

Spoiler:
Goblin Troublemaker
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.

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

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

Spoiler:
Flask of Curses
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

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:
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.

Weapons
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:
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:
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.

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

Spoiler:
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.

Spells
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:
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:
Burst Bonds
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 5
When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
On a local check against an Obstacle or Trap barrier, banish to add 1d8.

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


Spoiler:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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


Spoiler:
Unearthly Aim
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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


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

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

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

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

Items
Spoiler:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

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

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

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


Spoiler:
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.


Spoiler:
Acid Flask
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

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

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

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

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

Spoiler:
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.

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:
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.

Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted.

Current Hour:

The Waxworks:
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.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Amiri/JeffCook:
Spoiler:
Hourglass Card 1 Amiri/JeffCook
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.
Hourglass Card 2 Ezren/Nickademus:
Spoiler:
Hourglass Card 2 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 3 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 3 Uliah/Prof._Ravenus_Soleter
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 4 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 4 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 5 Amiri/JeffCook:
Spoiler:
Hourglass Card 5 Amiri/JeffCook
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.
Hourglass Card 6 Ezren/Nickademus:
Spoiler:
Hourglass Card 6 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 7 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 7 Uliah/Prof._Ravenus_Soleter
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 8 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 8 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.
Hourglass Card 9 Amiri/JeffCook:
Spoiler:
Hourglass Card 9 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 10 Ezren/Nickademus:
Spoiler:
Hourglass Card 10 Ezren/Nickademus
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 11 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 11 Uliah/Prof._Ravenus_Soleter
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 12 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 12 Pizazz/rhynndavrie
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 13 Amiri/JeffCook:
Spoiler:
Hourglass Card 13 Amiri/JeffCook
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 14 Ezren/Nickademus:
Spoiler:
Hourglass Card 14 Ezren/Nickademus
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 15 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 15 Uliah/Prof._Ravenus_Soleter
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 16 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 16 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 17 Amiri/JeffCook:
Spoiler:
Hourglass Card 17 Amiri/JeffCook
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 18 Ezren/Nickademus:
Spoiler:
Hourglass Card 18 Ezren/Nickademus
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 19 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 19 Uliah/Prof._Ravenus_Soleter
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.

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

Caves Card 1 (Swamp Ooze):
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.
Caves Card 2 (Keen Rapier):
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.
Caves Card 3 (Sage's Journal):
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.
Caves Card 4:
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.
Caves Card 5:
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren
Oubliette Card 1 (Giantbane Greataxe):
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 2:
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.
Oubliette Card 3:
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.
Oubliette Card 4:
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.
Oubliette Card 5:
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.
Oubliette Card 6:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Oubliette Card 7:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Oubliette Card 8:
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.
Oubliette Card 9:
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.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Spider Nest Card 1:
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.
Spider Nest Card 2:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 3:
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.
Spider Nest Card 4:
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.
Spider Nest Card 5:
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.
Spider Nest Card 6:
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.
Spider Nest Card 7:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Spider Nest Card 8:
Brain Ooze
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Spider Nest Card 9:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Spider Nest Card 10:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Location #5: Mine
Underground
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.
When Closing: Summon and acquire a weapon.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Mine Card 1:
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.
Mine Card 2:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Mine Card 3:
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.
Mine Card 4:
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.
Mine Card 5:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Mine Card 6:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Mine Card 7:
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.
Mine Card 8:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Location #6: 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:
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 3:
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 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Twisting Passages Card 5:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Twisting Passages Card 6:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Twisting Passages Card 7:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Twisting Passages Card 8:
Allying Dart
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Twisting Passages Card 9:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Twisting Passages Card 10:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.


Pizazz Deckhandler

*Whistles a fight song for Amiri (Recharge Iron Shackles)*

*Whistles a second fight song for Amiri (Recharge Fool's Gold)*

Maybe not on theme there...but they were some of my pep band songs so it fits for me.

----------

Turn 11, The Waxworks
Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted.

Pizazz is about to explore these Caves when suddenly he feels extremely tired. He tries to rally a bit and comes face to slime with an Ooze.

Banish Acid Burst for combat.

Swamp Ooze-CtD: Combat 9: 1d10 + 3 + 2d4 ⇒ (6) + 3 + (4, 1) = 14 Defeated. No armor, so takes 1 point of acid damage in return, discard shortsword.

Pizazz shrieks out the command for that spell Uliah just handed him and fortunately the Swamp Ooze is not a fan. The acid burns the ooze and the general area a bit...and in short time the ooze is just a puddle of yuk.

Don't think we care about weapon 1, so discard Archer to encounter Keen Rapier.

Inside the ooze there was also what appears to be a sword...Pizazz bends closer to examine.

Keen Rapier-CtA: Acrobatics 9: 1d10 ⇒ 1 Banished.

As expected, sword doesn't do well within oozes, it's corroded and any swing in combat is very liable to end with it shattering and you ending up with a hilt. Pizazz passes it by.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile.
Acid Burst: Arcane 6: 1d10 + 3 ⇒ (9) + 3 = 12 -> Acid Burst recharged .
Pizazz resets his hand.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Cat, Drum of Haste, Horn of Blasting, The Juggler, Orison,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 1
Box ReRoll Used: N // Pizazz has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer
Recharged: Soothing Word, Ring of Protection (Loot), Troubadour, Invisibility, War Drum, Mist Horn, Leech, Iron Shackles, Fool's Gold, Acid Burst,
Discard Pile: The Paladin, Archer, Shortsword,
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.


Amiri and Uliah need to recharge an armor or take 1 point of acid damage from Ooze AYA.


Deckhandler

Uliah takes 1 acid damage and discards his Glorious Warhammer.

Uliah wrote:

Hand: Retriever, Dwarven Longhammer +1, Soothing Word (DD Reward), Abadar's Law,

Displayed: Full Plate (Core),
Deck: 10 Discard: 2 Buried: 0
Current Location: Pizazz
Hero Points: 1
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Desna's Freedom, Elixir of Love, Sacred Candle, Camel, Find Traps, Blessing of Gorum, Protect, Pharasma's Knowing
Recharged: Cure, Horse,
Discard Pile: Blessing of Sarenrae, Glorious Warhammer,
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 recharges her armour and given the hour goes exploring the spider caves

Encounter ghost no other local characters

Maybe I should have stuck with Ulliah she says as a ghost appears she throws Ulliah's sword at it

combat 15: 1d12 + 3 + 2d10 ⇒ (9) + 3 + (4, 1) = 17

No magic but no damage discard pit gladiator to explore drawing bastard sword

1d10 ⇒ 8

Brain ooze reveal bastard sword and recharge soldier

melee 12: 1d12 + 3 + 1d10 + 1d4 ⇒ (1) + 3 + (7) + (3) = 14

Move to rejoin pizazz at end of turn

Card 8 defeated at spiders nest ghost shuffled back in due to lack of magic

Grand Lodge

deck handler

"

Amiri wrote:

Hand: The Cricket, Earthbreaker, Bastard sword, The Lost,

Displayed: Banner of the Ancient Kings,
Deck: 10 Discard: 2 Buried: 1
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spiked Breastplate, Giantbane Greataxe, Spiked Half-Plate, Battleaxe, The Keep, The Trumpet, Cold Iron Greatsword, Craftsman
Recharged: Mithral Chain Shirt, Soldier,
Discard Pile: Horn of Battle Clarity, Pit Gladiator,
Buried Pile: The Bear,

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

"

Hmm. Banner is probably in the discard pile to remove scourge before failing combat check vs ghost


Amiri must take 1 Acid damage, from the Swamp Ooze on Pizazz’s turn.

During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 2, and all other Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Stars

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

Additional Rules:

Villain (Proxy V1): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Closing Henchmen (Proxy A): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Danger: Random Undead story bane

Party Tracker

Scenario Level (#): 2

Turn: 13, Ezren/Nickademus

Random Cards:

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

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

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

Spoiler:
Wolf Pack
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.

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

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

Spoiler:
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:
Guardian Door
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.

Spoiler:
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.

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

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

Spoiler:
Scimitar
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

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:
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.

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

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:
Heat Metal
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

Spoiler:
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:
Frozen Touch
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.

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


Spoiler:
Deathgrip
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


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:
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:
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.

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:
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.

Items
Spoiler:
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Spoiler:
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.


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:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

Spoiler:
Token of Remembrance
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.

Allies
Spoiler:
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.

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

Spoiler:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

Spoiler:
Duskwarden Ranger
None
Ally 2
Traits:
Loot
Human
Ranger
To Acquire:
CharismaDiplomacy 10
None PerceptionRanged 8
Reload to examine the top card of your location, then you may shuffle your location deck.

Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.


Spoiler:
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.

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

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

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

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

Spoiler:
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

Hour Power: 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: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 1 Uliah/Prof._Ravenus_Soleter
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 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 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 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 Amiri/JeffCook
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.
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
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 6 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 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.
Hourglass Card 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 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 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 Ezren/Nickademus
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 9 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter
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 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 Pizazz/rhynndavrie
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 11 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 12 Ezren/Nickademus:
Spoiler:
Hourglass Card 12 Ezren/Nickademus
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 14 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 14 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 15 Amiri/JeffCook:
Spoiler:
Hourglass Card 15 Amiri/JeffCook
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 Ezren/Nickademus:
Spoiler:
Hourglass Card 16 Ezren/Nickademus
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 17 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 17 Uliah/Prof._Ravenus_Soleter
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.

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

Caves Card 1 (Sage's Journal):
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.
Caves Card 2:
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.
Caves Card 3:
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren
Oubliette Card 1 (Giantbane Greataxe):
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 2:
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.
Oubliette Card 3:
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.
Oubliette Card 4:
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.
Oubliette Card 5:
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.
Oubliette Card 6:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Oubliette Card 7:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Oubliette Card 8:
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.
Oubliette Card 9:
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.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ghost
Spider Nest Card 1:
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.
Spider Nest Card 2:
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.
Spider Nest Card 3:
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.
Spider Nest Card 4:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Spider Nest Card 5:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 6:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Spider Nest Card 7:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Spider Nest Card 8:
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.
Spider Nest Card 9:
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.

Location #5: Mine
Underground
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.
When Closing: Summon and acquire a weapon.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Mine Card 1:
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.
Mine Card 2:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Mine Card 3:
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.
Mine Card 4:
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.
Mine Card 5:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Mine Card 6:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Mine Card 7:
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.
Mine Card 8:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Location #6: 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:
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 3:
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 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Twisting Passages Card 5:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Twisting Passages Card 6:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Twisting Passages Card 7:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Twisting Passages Card 8:
Allying Dart
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Twisting Passages Card 9:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Twisting Passages Card 10:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: Orison- No effect.
Location: Oubliette - Damage you suffer is increased by 1.

Start of Turn:
Examine top of deck (Bound Imp).

On-Turn Actions
Move Step: Moving to Spider Nest.
Location: Spider Nest - Monsters you encounter gain the Vermin trait and all their damage is Poison.

Reload Spellbook to examine Spider Nest (Azer).

Ending Turn
Reset: Drawing two cards (Spellbook, Bound Imp).

On Uliah's Turn:
After Uliah's turn starts banish Bound Imp to draw two cards (Fiery Glare, Leech).
Recovery:
Bound Imp
Reveal Spellbook to add 1d4.
Arcane 8: 1d12 + 1d4 + 3 ⇒ (11) + (3) + 3 = 17
Success

Ezren wrote:

Hand: Gem of Mental Acuity (Core), Ring of Protection (Core), Quarterstaff of Vaulting (Core), Acadamae Student (Core), Spellbook (Core), Fiery Glare, Leech,

Displayed: Magic Full Plate (Core), False Life,
Deck: 8 Discard: 1 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Locate Object, Good Omen, Noble, Force Missile, Codex (Core), Enervation, Magic Eye, Bound Imp,
Discard Pile: Lightning Bolt,
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).

Grand Lodge

deck handler

Amiri buried her chain shirt to deal with the acid damage. Banner still displayed

"

Amiri wrote:

Hand: The Cricket, Earthbreaker, Bastard sword, The Lost,

Displayed: Banner of the Ancient Kings,
Deck: 9 Discard: 2 Buried: 2
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spiked Breastplate, The Keep, Craftsman, Spiked Half-Plate, The Trumpet, Cold Iron Greatsword, Battleaxe, Giantbane Greataxe
Recharged: Soldier,
Discard Pile: Horn of Battle Clarity, Pit Gladiator,
Buried Pile: The Bear, Mithral Chain Shirt,

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's turn. The hour is Benefaction. When this is the hour: No effect.

The faceup blessings are:
The Queen Mother for Pizazz.
Cayden Caillean's Revelry for Amiri.
Orison for Ezren.

Uliah casts Soothing Word on Pizazz. Remove a scourge and heal a card. Then Uliah moves to the Spider's Nest and recharges Abadar's Law so Ezren can recharge a card from discards.

Uliah explores at the Spider's Nest and encounters the verminous poison Azer.

Combat 15: 1d6 + 3 + 1d4 + 1 + 1d10 + 1 ⇒ (2) + 3 + (2) + 1 + (5) + 1 = 14

So close. Using my play mat to reroll the d6, looking for a 3

1d6 ⇒ 3

Success. The azer deals 1d4 - 1 ⇒ (3) - 1 = 2 poison damage to Uliah. bury my armor to prevent it.

Attempting to recover Soothing Word.

Divine 8: 1d10 + 4 + 1d4 + 1 ⇒ (9) + 4 + (2) + 1 = 16

Success. Resetting my hand, Uliah draws Elixir of Love, Find Traps, and a Camel.

It is Pizazz's turn.

Uliah wrote:

Hand: Retriever, Dwarven Longhammer +1, Elixir of Love, Find Traps, Camel,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Current Location: Spider's Nest
Hero Points: 1
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, Desna's Freedom, Protect, Blessing of Gorum, Sacred Candle
Recharged: Cure, Horse, Abadar's Law, Soothing Word (DD Reward),
Discard Pile: Blessing of Sarenrae, Glorious Warhammer,
Buried Pile: Full 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

Pizazz feels his exhaustion lift as well as some wounds close as Uliah casts some healing on him.

Pizazz is healed for 1: (The Paladin). Deck shuffled.

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

Turn 15, The Queen Mother
Hour Power: Your Knowledge check is blessed.

Pizazz delves a little deeper at the Caves, with Amiri backing him up.

Sage's Journal-CtA: Intelligence 6: 1d8 ⇒ 6 Success, acquired.

Pizazz finds a book, he ponders it a bit and figures maybe Ezren was through here and dropped it. Or maybe he would be interested. Who knows, he picks it up.

Discard Cat to explore.

He approaches a door and finds it locked. He pulls out a few random sticks and random bits that around that fit into the lock to try and pick the thing, also he wishes really hard for divine assistance.

Find Traps from Uliah. =)

Locked Door-CtD: Disable 8: 3d10 ⇒ (1, 3, 6) = 10 Success. Free explore!

Surprisingly the door lock clicks and Pizazz looks to see what's behind door #1! He immediately tries to close it as a couple Acid Manti charge through.

Amiri can take that first one, happy to provide accompaniment with an instrument if desired.

Banish Frost Ray for combat.

Acid Mantis-CtD: Combat 14: 1d10 + 3 + 2d6 ⇒ (6) + 3 + (3, 5) = 17 Success, banished.

Pizazz finds out that Mantis doesn't like cold blast to the face and he is totally ok with that fact. Unfortunately Amiri and Pizazz were both distracted and didn't get the door closed in time as a...

Spoiler:

Random Danger to close: 1d6 ⇒ 5 Vampire rushes to join in.

Vampire:

Monster Story Bane 2
Traits:
Undead
Vampire
Veteran

To Defeat:
Combat 10+##
THEN
Combat 10+##
OR
Divine 7+#

Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

Pausing there to see what resources are available.

Grand Lodge

deck handler

Amiri was hefting her earthbreaker to help with the door when she saw the first acid mantis

combat 12: 2d12 + 3 ⇒ (5, 12) + 3 = 20

As the vampire appears he swings it again with a whistle and recharging the bastard sword

Grand Lodge

deck handler

earthbreaker meets vampire 14: 2d12 + 3 + 1d6 ⇒ (3, 10) + 3 + (3) = 19 recharging bastard sword

First check for vampire done Pizazz to take second


Pizazz Deckhandler

*Whistling a Vampire slaying tune (Recharge Drum of Haste)*

Pizazz trusts Amiri to keep the Vampire occupied as he wracks his brain for the divine power to end this unlife.

Discard Orison to bless, recharge Sage's Journal due to vamp power.

Vampire-CtD: Divine 9: 2d10 + 3 ⇒ (6, 9) + 3 = 18 Success, banished, location closes!

Pizazz head off to rejoin Uliah.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Ring of Protection (Loot), Iron Shackles, The Paladin, Horn of Blasting, The Juggler, Invisibility,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Hero Points: 1
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! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): War Drum, Prayer, Mist Horn, Soothing Word, Troubadour, Fool's Gold, Leech, Acid Burst
Recharged: Drum of Haste, Sage's Journal,
Discard Pile: Archer, Shortsword, Cat, Orison,
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

Note to self remember you have displayed banner of ancient kings to add +1 to all combat checks so remember to apply to your own!!

In the hour of Cayden Revellrey Amiri finds herself at the spider caves

She exxplores and finds a pig (auto acquired)

discard for another explore Blast stone

intelligence 4: 1d6 ⇒ 4

Discard Lost to explore again

A scythe worth a musical whistle

melee 11: 1d12 + 3 + 1d6 + 3 ⇒ (3) + 3 + (5) + 3 = 14

Discard cricket to move to oubliette and encounter the giant bane axe

melee 12: 1d12 + 3 ⇒ (9) + 3 = 12

"

Amiri wrote:

Hand: Giantbane Greataxe 2, Earthbreaker, Vicious Scythe, Blast Stone,

Displayed: Banner of the Ancient Kings,
Deck: 10 Discard: 5 Buried: 2
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Trumpet, Craftsman, Spiked Half-Plate, Cold Iron Greatsword, The Keep, Giantbane Greataxe, Battleaxe, Spiked Breastplate
Recharged: Bastard Sword, Soldier,
Discard Pile: Horn of Battle Clarity, Pit Gladiator, The Cricket, Pig, The Lost,
Buried Pile: The Bear, Mithral Chain Shirt,

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

"

So Caves closed

Oubliette top card #2
Spider Nest top card #5
Pizazz recharged horn of blasting

Ezren Orison
Ulliah Erastils Eye
Pizazz Tyrant (dont fail a charisma check!)


During This Adventure: When choosing deck upgrades, treat Harrow blessings of the harrow suit as being level 2, and all other Harrow blessings as being level 1.

During This Scenario: Harrow Suit: Stars

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger.

While anyone encounters a villain, treat # as 1 higher.

On your turn, you may reload a card to examine the top card of your location.

Additional Rules:

Villain (Proxy V1): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Closing Henchmen (Proxy A): Acid Mantis:
Monster Story Bane 2

Traits:
Trigger
Vermin
Veteran

To Defeat:
Combat 10+##

When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.


Danger: Random Undead story bane

Party Tracker

Scenario Level (#): 2

Turn: 17, Ezren/Nickademus

Random Cards:

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

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.

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:
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:
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.

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

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

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

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

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

Weapons
Spoiler:
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:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

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

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

Spells
Spoiler:
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:
Full Pouch
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.

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


Spoiler:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

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:
Enlarge
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.

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


Armors
Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.

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

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

Spoiler:
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.

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

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

Spoiler:
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:
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.

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

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

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

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

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

Spoiler:
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.

Spoiler:
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

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
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 2 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 2 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.
Hourglass Card 3 Amiri/JeffCook:
Spoiler:
Hourglass Card 3 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 4 Ezren/Nickademus:
Spoiler:
Hourglass Card 4 Ezren/Nickademus
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 5 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 5 Uliah/Prof._Ravenus_Soleter
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 6 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 6 Pizazz/rhynndavrie
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 7 Amiri/JeffCook:
Spoiler:
Hourglass Card 7 Amiri/JeffCook
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 8 Ezren/Nickademus:
Spoiler:
Hourglass Card 8 Ezren/Nickademus
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 9 Uliah/Prof._Ravenus_Soleter
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 10 Pizazz/rhynndavrie:
Spoiler:
Hourglass Card 10 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 11 Amiri/JeffCook:
Spoiler:
Hourglass Card 11 Amiri/JeffCook
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 12 Ezren/Nickademus:
Spoiler:
Hourglass Card 12 Ezren/Nickademus
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter:
Spoiler:
Hourglass Card 13 Uliah/Prof._Ravenus_Soleter
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amiri

Oubliette Card 1:
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.
Oubliette Card 2:
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.
Oubliette Card 3:
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Oubliette Card 4:
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.
Oubliette Card 5:
Mountebank
CotCT
Barrier 0
Traits:
Task
To Defeat:
Wisdom
Diplomacy
Stealth 6
If undefeated, bury the top card of your deck.
Oubliette Card 6:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Oubliette Card 7:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Oubliette Card 8:
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.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren, Uliah, Pizazz, Ghost
Spider Nest Card 1:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 2:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Spider Nest Card 3:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Spider Nest Card 4:
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.
Spider Nest Card 5:
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.

Location #5: Mine
Underground
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.
When Closing: Summon and acquire a weapon.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Mine Card 1:
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.
Mine Card 2:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Mine Card 3:
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.
Mine Card 4:
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.
Mine Card 5:
Plaguebringer's Mask
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Mine Card 6:
Throwing Axe
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Mine Card 7:
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.
Mine Card 8:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Location #6: 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:
Twisting Passages Card 1:
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.
Twisting Passages Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 3:
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 4:
Bloodbug
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Twisting Passages Card 5:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Twisting Passages Card 6:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Twisting Passages Card 7:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Twisting Passages Card 8:
Allying Dart
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Twisting Passages Card 9:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Twisting Passages Card 10:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.


Deck Hander

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.
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.

-- Ezren's Turn --
Hour: Orison - No effect.
Location: Spider Nest - Monsters you encounter gain the Vermin trait and all their damage is Poison.

Start of Turn:
Examine top of deck (Locate Object).
Draw Locate Object.

On-Turn Actions
Give a Card: Give Ring of Protection to Uliah.

Recharge Leech to heal Pizazz 1d4 - 1 ⇒ (1) - 1 = 0 cards.

Banish Locate Oject to examine Spider Nest (Villain Proxy - Acid Mantis, Sneak, Dire Badger, Ghost, Armor of Insults).
Suffer 1 Acid damage from Villain.
Draw Magic Full Plate to reduce damage to 0.
Automatic Failure
Armor of Insults is banished.
Spider Nest is shuffled.

Display Magic Full Plate.

Move Step: Moving to Twisting Passages.
Location: Twisting Passages - You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.

Reload Spellbook to examine Twisting Passages (Cayden Cailean's Revelry).

Free Exploration: Cayden Cailean's Revelry
Charisma 6: 1d6 ⇒ 2
Failure
Cayden Cailean's Revelry is banished.

Discard Acadamae Student to Explore: Henchman Proxy - Acid Mantis
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
Reveal and discard Quarterstaff of Vaulting to use Strength + 2d6+1.
Combat 12: 3d6 + 1 ⇒ (6, 4, 5) + 1 = 16
Success
Acid Mantis is banished.
Banish Fiery Glare to use Arcane + 2d4.
Combat 14: 1d12 + 2d4 + 3 ⇒ (3) + (3, 2) + 3 = 11
Accessory Reroll d12: 1d12 + 8 ⇒ (7) + 8 = 15
Success
Acid Mantis is banished.

Closing Location: Succeed at a Wisdom or Survival 5+# check.
Ask Pizazz to discard The Paladin to bless. Recharge Gem of Mental Acuity to use a d12.
Survival 7: 2d12 ⇒ (9, 2) = 11
Success
When Permanently Closed: Each local character moves to a random other location.
Immediate Move: Moving to 1d3 ⇒ 3 Mine.
Location: Mine - When you fail a check to defeat or acquire, mark this location with the scourge Entangled.

Ending Turn
Recovery:
Locate Object
Arcane 9: 1d12 + 3 ⇒ (5) + 3 = 8
Failure
Fiery Glare
Arcane 7: 1d12 + 3 ⇒ (12) + 3 = 15
Success
Reset: Drawing six cards (Spellbook, Good Omen, Noble, Force Missile, Codex, Enervation).

Party Resources Expended: The Paladin from Pizazz discarded.

Ezren wrote:

Hand: Spellbook (Core), Good Omen, Noble, Force Missile, Codex (Core), Enervation,

Displayed: Magic Full Plate (Core), False Life,
Deck: 6 Discard: 3 Buried: 0
Hero Points: 1
Acc Reroll: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Magic Eye, Bound Imp, Lightning Bolt, Leech, Gem of Mental Acuity (Core), Fiery Glare,
Discard Pile: Acadamae Student (Core), Quarterstaff of Vaulting (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

At the end of Pizazz'z turn, attempting to recharge Find Traps.

Divine 8: 1d10 + 4 + 1d4 + 1 ⇒ (9) + 4 + (3) + 1 = 17

Success.

Uliah's turn. The hour is Erastil's Eye. When this is the hour: If you are at a Wild location, you may discard a card to explore. The three face up cards on top of the hourglass are:

The Tyrant for Pizazz.
The Uprising for Amiri.
The Betrayal for Ezren.

Let's dig into this pile of monsters. 1d4 ⇒ 2 A verminous Sneak! Uliah asks Pizazz to whistle a warning if he spots the creature lurking nearby.

Wisdom 9: 1d10 + 1 + 1d6 ⇒ (10) + 1 + (6) = 17

Uliah spots the Sneaky spider. Lacking a newspaper, Uliah squashes it with a hammer.

Combat 13: 1d6 + 3 + 1d4 + 1 + 1d10 + 1 + 1 ⇒ (6) + 3 + (3) + 1 + (2) + 1 + 1 = 17

Gross. Uliah washes the bug guts off of his weapon with the Elixir of Love. In this place, that's the best use for the potion. 1d3 ⇒ 1 It's the Acid Mantis Queen! Amiri can attempt to guard the Oubliette, and Ezren can attempt to guard the Mine (free attempt at a weapon, but beware the location power if you pull a greatsword).

Before Uliah acts, he encounters a junior Acid Mantis Queen. An Acid Mantis Princess? Sounds like the title to a weird anime.

Combat 12: 1d6 + 3 + 1d4 + 1 + 1d10 + 1 + 1 ⇒ (6) + 3 + (3) + 1 + (2) + 1 + 1 = 17

Success. Now for the Acid Mantis Queen Mother.

Combat 12: 1d6 + 3 + 1d4 + 1 + 1d10 + 1 + 1 ⇒ (1) + 3 + (3) + 1 + (3) + 1 + 1 = 13

The Queen is deposed and the Nest is closed. One way or another Uliah's turn is over and he resets his hand, drawing his Protect spell. If the game isn't over, Uliah follows Pizazz.

It is Pizazz's turn.

Uliah wrote:

Hand: Retriever, Dwarven Longhammer +1, Protect, Ezren's Ring of Protection, Camel,

Displayed:
Deck: 9 Discard: 3 Buried: 1
Current Location: Pizazz
Hero Points: 1
NOTES:
Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Gorum, Pharasma's Knowing, Desna's Freedom, Sacred Candle
Recharged: Cure, Horse, Abadar's Law, Soothing Word (DD Reward), Find Traps,
Discard Pile: Blessing of Sarenrae, Glorious Warhammer, Elixir of Love,
Buried Pile: Full 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.


Deck Hander

Guarding Mine for Villain encounter.
.
.
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Guarding Location: Summon and acquire a weapon.
Encounter Cruel Longsword
Banish Good Omen to add 1d6+2. Discard Codex to add Knowledge.
Strength 10: 1d12 + 2d6 + 6 ⇒ (1) + (2, 3) + 6 = 12
Success
Cruel Longsword acquired.
Mine guarded.

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