PACS-Year of Reborn Strife (GM Rhynn Davrie) (Inactive)

Game Master Rhynn Davrie

Loot:

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.

Keen Orcish Axe
Spoiler:

Weapon 5
Traits:
Axe
Melee
Slashing
Magic
Loot
To Acquire:
Strength, Melee 14
Powers:
For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6.
On a check against a Lock or Obstacle barrier, reload to add 1d8.

Serithial
Spoiler:

Weapon 6
Loot
Traits: Sword, Melee, Slashing, 2-Handed, Finesse, Magic
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.

When rebuilding, you may treat this weapon as an ally.


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.

Scrying
Spoiler:

Spell
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Sadomasochism
Spoiler:

Spell 6
Traits: Arcane Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 15
Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.

Boneshatter
Spoiler:

Spell 6
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane Wisdom Divine 13
For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

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.

Mantle of Faith
Spoiler:

Armor
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 15
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand.

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.

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.

Staff of Greater Necromancy
Spoiler:

Item 6
Traits: Arcane Attack Divine Loot Magic Staff
To Acquire: Arcane Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell. If proficient, at the end of your turn, bury to heal 1d4+1 allies.

Third Eye
Spoiler:

Item 6
Traits: Magic Object
To Acquire: Wisdom Arcane Divine Perception 13
Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card.

Golem Blight
Spoiler:

Item 6
Traits: Loot, Alchemical, Arcane
To acquire: Arcane/Craft 15
On a local combat check against a Golem monster, banish to reduce the difficulty by 2d4.
Banish to examine the top 3 cards of your location deck; set aside any Golem monsters. Then, shuffle the location and recharge or reload each examined Golem monster in any order.
Recovery
If proficient, bury; you may bury a spell or Alchemical item to instead recharge.

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.

Duskwarden Ranger
Spoiler:

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.

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

The Prince of Pain
Spoiler:

Blessing 1
Traits: Deity: Zon-kuthon Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

The Avalanche
Spoiler:

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.

The Cricket
Spoiler:

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

Reward Powers:

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

For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated.

Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that 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.

Each character, at the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

For the rest of the Adventure Path, recharge a card to add 1d6 to your non-combat check against a story bane.


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Arabundi helps Hayato smash through the wall marked by the sign of an owl and heads into the gloom of the Dungeons.

Arabundi wrote:

Hand: Cure, Swiftshooter, The Avalanche (Loot for Blessing of Erastil), Humanbane Crossbow +2, Masterwork Tools, The Prince of Pain (Loot for BotSamurai), Emerald of Dexterity,

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.


Hayato Deckhandler

Hayato follows Arabundi's direction and delves into the Dungeon.

Hayato, Yojimbo wrote:

Hand: Frost Lance +2, Leech, Hatchetbird, Blessing of the Samurai - 2, Blessing of Gorum, Jinfu,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
Box Reroll Used: N // Hayato, Yojimbo has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shieldsplitter Lance, Blessing of the Samurai, Keen Orcish Axe, Magic Spiked Breastplate, White War Paint, Grappler's Mask, Warhorse, Retriever, Four-Mirror Armor, Dwarven Earthbreaker +1, Staff of Minor Healing, Pillaging Mace, Blessing of Shizuru
Recharged: Camal,
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
☐ When another character at your location is dealt damage, reduce that damage by 1.
☐ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.



Deckhandler - Kyra (Core)

Kyra hurries over to reconsecrate the Crypt.

Kyra wrote:

Hand: Wounding Spear-axe , Duskwarden Ranger (Loot), Abadar's Law, Thundering Earthbreaker, Our Lord In Iron,

Displayed: Gray Maiden Plate,
Deck: 14 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll Used: No // Kyra has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Harrow Deck, Aid, Divine Fortune, Our Lord In Iron (Loot), Scrying (Loot), Dragonbane Greatsword, Maiden's Helm, Divine Insight, Gorum's Iron, Desna's Freedom, Wand of Restorative Touch (Loot), Grandmother Nightmare, Sklar-quah Thundercaller, Sklar-quah Thundercaller (Acq)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[] When a local character would suffer a scourge, you may suffer it instead.


Rivani doesn't need her Sight to see a future of herself riffling through the Laboratory.

Rivani, Phrenic Master wrote:

Hand: Mind's Eye Blade, Shining Wayfinder, Sign of the Daughter, Charm Person, Ghost Whip, Thought Shield,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-4D has NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Burst of Adrenaline, Vampire Bat, Dreamstalker, Blessing of the Master of Masters, Ring of Psychic Mastery, Create Mindscape, Blessing of Abadar, Ice and Fire, Pyrotechnic Blast, Wand of Flying, Blessing of Milani, Fiery Glare, Ring of Protection, Mindblade, Blessing of Sivanah
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: SPELL
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Harrow Blessing
The Mountain Man - Suit: Shields

During This Scenario: 7-5A: The Chambers of Truth

After building location decks, shuffle together three non-closing henchmen Arcane Tome - Proxy B and a number of new items equal to the number of locations - 3, then shuffle one of these into each location.

Each character suffers the scourge Poisoned.

The difficulty to defeat the story bane Screaming Lock is increased by #.

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

When a location closes, before banishing cards, you may search it for an Arcane Tome and display it next to the scenario; if you do not find one, suffer 1d4 Mental damage that may not be reduced.

To win, close all locations.

Additional Rules: Danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Villain:
None

Henchman (Closing):

Screaming Locks - Proxy A:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

Henchman (Non-Closing):

Arcane Tome - Proxy B:

Story Bane 5
Type: Barrier
Traits: Book Arcane Task
To Defeat: Intelligence Arcane Wisdom 16 OR Craft 14
When you examine this card suffer 1 Force damage, then encounter it; the difficulty to defeat is decreased by 1d4.
If defeated, display this card next to the scenario.
If undefeated, suffer 1d6 Force damage.
Spoiler:

Scenario Level (#): 5

Turn: 1, Rivani/sirrogue

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


Spoiler:
Enormous Reefclaw
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.

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

Spoiler:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.

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

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

Spoiler:
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:
Curse of the Worm
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead 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.

Spoiler:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

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

Spoiler:
Deathbane Throwing Axe
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.

Spoiler:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

Spoiler:
Major Harrowing
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.


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

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


Spoiler:
Steal Soul
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.

Spoiler:
Magical Mansion
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.

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


Armors
Spoiler:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

Spoiler:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

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

Spoiler:
Totem Klar
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Magic Spiked Full Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

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

Spoiler:
Brooch of Protection
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.

Spoiler:
Belt of Physical Might
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

Spoiler:
Scabbard of Keen Edges
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

Spoiler:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

Allies
Spoiler:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

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

Spoiler:
Landshark Whelp
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.

DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


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

Spoiler:
Lyrune-quah Truthspeaker
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.

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

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

Spoiler:
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.

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 1 Arabundi/Chthonicthul
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 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
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 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 3 Hayato/rhynndavrie
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 4 Rivani/sirrogue:
Spoiler:
Hourglass Card 4 Rivani/sirrogue
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hourglass Card 5 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 5 Arabundi/Chthonicthul
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 6 Kyra/Kulko:
Spoiler:
Hourglass Card 6 Kyra/Kulko
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 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 7 Hayato/rhynndavrie
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 8 Rivani/sirrogue:
Spoiler:
Hourglass Card 8 Rivani/sirrogue
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 9 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 9 Arabundi/Chthonicthul
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 10 Kyra/Kulko:
Spoiler:
Hourglass Card 10 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 11 Hayato/rhynndavrie
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 12 Rivani/sirrogue:
Spoiler:
Hourglass Card 12 Rivani/sirrogue
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 13 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 13 Arabundi/Chthonicthul
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 14 Kyra/Kulko:
Spoiler:
Hourglass Card 14 Kyra/Kulko
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.
Hourglass Card 15 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 15 Hayato/rhynndavrie
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 16 Rivani/sirrogue:
Spoiler:
Hourglass Card 16 Rivani/sirrogue
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 17 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 17 Arabundi/Chthonicthul
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 18 Kyra/Kulko:
Spoiler:
Hourglass Card 18 Kyra/Kulko
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 19 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 19 Hayato/rhynndavrie
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 20 Rivani/sirrogue:
Spoiler:
Hourglass Card 20 Rivani/sirrogue
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 21 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 21 Arabundi/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 22 Kyra/Kulko:
Spoiler:
Hourglass Card 22 Kyra/Kulko
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 23 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 23 Hayato/rhynndavrie
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 24 Rivani/sirrogue:
Spoiler:
Hourglass Card 24 Rivani/sirrogue
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 25 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 25 Arabundi/Chthonicthul
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 26 Kyra/Kulko:
Spoiler:
Hourglass Card 26 Kyra/Kulko
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 27 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 27 Hayato/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 28 Rivani/sirrogue:
Spoiler:
Hourglass Card 28 Rivani/sirrogue
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 29 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 29 Arabundi/Chthonicthul
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.

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

Hospice Card 1:
Quickened Ray
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

Hospice Card 2:
Divine Fortune
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.

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

Hospice Card 3:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Hospice Card 4:
Andachi
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Hospice Card 5:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

Hospice Card 6:
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.
Hospice Card 7:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Hospice Card 8:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Hospice Card 9:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Hospice Card 10:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Hospice Card 11:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #2: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity 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.
Den Of Iniquity Card 2:
Horrorbane Heavy Pick
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Den Of Iniquity Card 3:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Den Of Iniquity Card 4:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Den Of Iniquity Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Den Of Iniquity Card 6:
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.
Den Of Iniquity Card 7:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Den Of Iniquity Card 10:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 11:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #3: 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 ?: 2
Located/Displayed Here: None
Caves Card 1:
Ring of Immolation
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Caves Card 2:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Caves Card 3:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Caves Card 4:
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Caves Card 5:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 6:
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.
Caves Card 7:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Caves Card 8:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Caves Card 9:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Caves Card 10:
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.
Caves Card 11:
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.

Location #4: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Kyra/Kulko, None
Crypt Card 1:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Crypt Card 2:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Crypt Card 3:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Crypt Card 4:
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Crypt Card 5:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
Crypt Card 6:
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.
Crypt Card 7:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Crypt Card 8:
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.
Crypt Card 9:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Crypt Card 10:
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.
Crypt Card 11:
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.

Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Rivani/sirrogue, None
Laboratory Card 1:
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.
Laboratory Card 2:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Laboratory Card 3:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Laboratory Card 4:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Laboratory Card 5:
Sklar-quah Thundercaller
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Laboratory Card 6:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Laboratory Card 7:
Persona Mask
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
Laboratory Card 8:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Laboratory Card 9:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Laboratory Card 10:
Sayona
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Laboratory Card 11:
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.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Arabundi/Chthonicthul, Hayato/rhynndavrie, None
Dungeons Card 1:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Dungeons Card 2:
Shining Child
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Dungeons Card 3:
Brain Mold
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Dungeons Card 4:
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Dungeons Card 5:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Dungeons Card 6:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Dungeons Card 7:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Dungeons Card 8:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Dungeons Card 9:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Dungeons Card 10:
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.
Dungeons Card 11:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.


Turn 1, now is the hour of The Sickness.
While this is the hour:
When you suffer damage, suffer the scourge Plagued.

During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.

Laboratory Card 1: Guardian Zombie
Laboratory Card 2: Wyvern Blade Trap
Laboratory Card 3: Madness Mist Trap

Rivani DOES opt to shuffle.

Play Charm Person to acquire a random ally: Hellknight of the Nail.

At Laboratory . Encounter random location card: 1d11 ⇒ 4 Card 4: Volcanic Storm, discard a spell (Thought Shield) to add 1d4 to Arcane.

Volcanic Storm CtA Arcane 11: 1d12 + 8 ⇒ (2) + 8 = 10 Failure! Box reroll!

Volcanic Storm REDUX CtA Arcane 11: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (2) = 16 Success!

Discard Hellknight of the Nail to explore random location card: 1d11 ⇒ 11 Card 2: Wand of Flame.

Wand of Flame CtA Arcane 9: 1d12 + 6 ⇒ (4) + 6 = 10 Success!

Discard Shining Wayfinder to examine random location card: 1d11 ⇒ 1 Card 1: Guardian Zombie, opt to shuffle before exploring and encounter random location card: 1d11 ⇒ 7 Card 7: Persona Mask. Discard a spell (Ghost Whip) to use new power to evade a boon and explore again random location card: 1d11 ⇒ 11 (already encountered; roll again) random location card: 1d11 ⇒ 7 Card 7: Persona Mask. Balls. Okay, I guess we'll encounter it after all. May as well go for it, play Sign of the Daughter to add a die.

Persona Mask CtA Cha 9: 2d6 ⇒ (3, 6) = 9 Huh, wow. Success! Okay.

Rivani has been looking forward to looting investigating the laboratory, but finds only bad things guarding the front entrance. She comes around to the window and befriends a not-at-all-scary black knight who directs her to a side entrance where she can riffle through the good stuff.

She gets a little too excited about her newfound speed-looting ability and ends up picking up an item she had already dropped back in one of the drawers, but some help from the stars help her add it to her loot stack nonetheless.

Rivani, Phrenic Master wrote:
Hand: Mind's Eye Blade, Persona Mask, Fiery Glare, Volcanic Storm, Burst of Adrenaline, Wand of Flame

Poisoned: Recharge a random card from hand (Fiery Glare).

Rivani, Phrenic Master wrote:

[b]Hand: Mind's Eye Blade, Persona Mask, Volcanic Storm, Burst of Adrenaline, Wand of Flame,

Displayed:
Deck: 14 Discard: 5 Buried: 1
Hero Points: 3 // Rivani, Phrenic Master has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-4D has NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ice and Fire, Blessing of Sivanah, Blessing of the Master of Masters, Blessing of Milani, Blessing of Abadar, Pyrotechnic Blast, Ring of Protection, Create Mindscape, Ring of Psychic Mastery, Mindblade, Dreamstalker, Vampire Bat, Wand of Flying
Recharged: Fiery Glare,
Discard Pile: Thought Shield, Hellknight of the Nail, Shining Wayfinder, Ghost Whip, Sign of the Daughter,
Buried Pile: Charm Person,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: SPELL
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

UPKEEP:
Laboratory Card 2, 4, 7 ACQUIRED.
Laboratory Card 1, 3 KNOWN in deck.
Laboratory SHUFFLED.


Turn 2: Arabundi/Benefaction

Explore Dungeons Card #1: Garden Guardian
Considering that Arabundi is already Poisoned, not too fussed about the BA check.
Combat 15 to defeat Garden Guardian, revealing Humanbane Crossbow + 2 to use Ranged plus d10 plus: 1d8 + 4 + 3 + 1d10 + 2 ⇒ (7) + 4 + 3 + (7) + 2 = 23 Success; defeated and banished

Discard Swiftshooter to draw a card (Blessing of Erastil and then explore Dungeons Card #2: Shining Child
This BA is a little more dangerous.
Constitution 8 to avoid BA shenanigans, discarding Blessing of Erastil to Bless: 1d10 + 1d10 ⇒ (4) + (7) = 11 Success, no nonsense
Combat 20 to defeat Shining Child, revealing Humanbane Crossbow + 2 to use Ranged plus d10 plus and discarding The Avalanche to Bless twice: 1d8 + 4 + 3 + 1d10 + 2 + 2d8 ⇒ (2) + 4 + 3 + (1) + 2 + (5, 7) = 24 Oh, wow, I thought that Blessing was a bit extravagant... not so much. Success; defeated and banished

NOTING THAT HAYATO NEEDS TO MAKE TWO CON/FORT CHECKS - get a 7 or be Poisoned and an 8 or be Dazed

Arabundi and Hayato go to make a sweep of the dungeons, weapons drawn. The archer expects resistance, so is not surprised by the venom-shooting lichen that he eventually manages to smash with his crossbow. The weird shining creature that succeeds it is more of a surprise, but nothing a good shot can't take care of.

Reset hand and end turn.

Arabundi wrote:

Hand: Cure, Humanbane Crossbow +2, Masterwork Tools, The Prince of Pain (Loot for BotSamurai), Emerald of Dexterity, Tooled Crocodile Skin, Venomous Hand Crossbow +1,

Displayed:
Deck: 8 Discard: 3 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.

Recharge a random card for Poisoned: 1d7 ⇒ 1 Cure


Deckhandler - Kyra (Core)

Turn 3: Kyra
The Hour is Incitation

Feeling the effects from the Poison Kyra kneels before the shrine oft the local Gods positioned inside the crypt and prays for help from them. Seeing her display of humility the gods grant her the power to heal her friends. In the meantime her old friend from the Duskwarden is seeing a couple of LCokwork Automata trying to strap her inside the crypt and warns her.
Kytra easily slips away and lets the constructs wander off into another direction.

SoT
Stay @ Crypt
Free Explore

Restorative Touch:

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

Recharge BoAbadar to bless
CtA Divine 8: 2d10 + 5 ⇒ (2, 5) + 5 = 12 Acquired

Reload Duskwarden to examine top card of location - Foes On All Sides Opt to shuffle.

End of turn
Recharge Our Lord in Iron to heal Poisoned
Discard Wounding spear Axe
reset Hand

Upkeep:
Crypt #1: Acquired
Crypt #2 Examined
Crypt reshuffled

Kyra wrote:

Hand: Divine Fortune, Duskwarden Ranger (Loot), Dragonbane Greatsword, Thundering Earthbreaker, Our Lord In Iron, Restorative Touch,

Displayed: Gray Maiden Plate,
Deck: 13 Discard: 1 Buried: 0
Hero Points: 2
Box Reroll Used: No // Kyra has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Maiden's Helm, Sklar-quah Thundercaller, Harrow Deck, Aid, Grandmother Nightmare, Scrying (Loot), Gorum's Iron, Divine Insight, Desna's Freedom, Our Lord In Iron (Loot), Wand of Restorative Touch (Loot)
Recharged: Abadar's Law,
Discard Pile: Wounding Spear-axe ,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[] When a local character would suffer a scourge, you may suffer it instead.


Hayato Deckhandler

Garden Guardian-BYA: Fort 7: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12 Success, not poisoned.

Shining Child-BYA: Fort 8: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9 Success, not dazed.

--------

Turn 4, Orison
Hour Power: No Effect

Free explore - Brain Mold Wow, this thing is terrible, both Drained and Poisoned for the site, and both of us. Fantastic.

Discard BotSamurai to attempt this.

Brain Mold-CtD: Survival 7: 2d6 + 1 + 2 - 2 ⇒ (4, 1) + 1 + 2 - 2 = 6 Box reroll.

Brain Mold-CtD: Survival 7: 1d6 + 5 ⇒ (3) + 5 = 8 Success clears the location of the scourges, but damage is still one. Banished.

Leech to heal: 1d4 - 1 ⇒ (4) - 1 = 3 Dang that's a good roll, skip the heal to clear the poison.

Bury BoGorum to clear this drain.

Hayato's exploration of the dungeon turns up a bunch of mold, which is truly terrible and distracting. He fights through the stuff, but takes a moment to clear his head before heading too much further down this path.

Hayato, Yojimbo wrote:

Hand: Frost Lance +2, Keen Orcish Axe, Hatchetbird, Grappler's Mask, Jinfu,

Displayed:
Deck: 13 Discard: 1 Buried: 1
Hero Points: 1
Box Reroll Used: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dwarven Earthbreaker +1, Warhorse, Staff of Minor Healing, Pillaging Mace, Shieldsplitter Lance, Magic Spiked Breastplate, Four-Mirror Armor, Blessing of the Samurai, White War Paint, Blessing of Shizuru, Retriever
Recharged: Camal, Leech,
Discard Pile: Blessing of the Samurai - 2,
Buried Pile: Blessing of Gorum,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
☐ When another character at your location is dealt damage, reduce that damage by 1.
☐ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.



Turn 5, now is the hour of The Locksmith.
While this is the hour:
On your check, you may recharge a card to replace all d4s with d8s.

During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.

Sklar-quah Thundercaller
Sayona
Guardian Zombie

Rivani opts NOT to shuffle.

At Laboratory. Encounter Card 1: Sklar-quah Thundercaller, opt to face a random barrier:
Burning Tar. BA, 1 Fire damage, discard Persona Mask. Recharge a card (Wand of Flame) to use Rivani's Knowledge of Acrobatics.

Burning Tar CtD Acro Knowledge 10: 1d12 + 6 ⇒ (11) + 6 = 17 Success! Sklar-quah Thundercaller acquired!

Discard Sklar-quah Thundercaller to examine and explore Card 2: Sayona, play Volcanic Storm for Combat, discard a spell (Burst of Adrenaline) to add 1d4 to Arcane.

Sayona CtD Combat 21: 1d12 + 6 + 3d6 ⇒ (11) + 6 + (4, 1, 2) = 24 Success! On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Discard Mind's Eye Blade, then reset.

New Hand: Mindblade, Blessing of Sivanah, Blessing of the Master of Masters, Ice and Fire, Ring of Psychic Mastery, Create Mindscape,

Discard Mindblade to explore Card 3: Guardian Zombie, play Ice and Fire for Combat, opt to add Fire but not Cold.

Guardian Zombie CtD Combat 21: 1d12 + 6 + 2d8 + 3 ⇒ (7) + 6 + (7, 7) + 3 = 30 Success!

Discard Blessing of the Master of Masters to explore Card 4: Wyvern Blade Trap, recharge a card (Create Mindscape)to use Rivani's knowledge of Disable.

Wyvern Blade Trap CtD Disable Knowledge 10: 1d12 + 6 + 3 ⇒ (7) + 6 + 3 = 16 Success!

Rivani, Phrenic Master attempts to recover all cards in she/her Recovery pile.
Volcanic Storm: Arcane 13: 1d12 + 6 + 3 ⇒ (5) + 6 + 3 = 14 -> Volcanic Storm recharged.
Ice and Fire: Arcane 12: 1d12 + 6 + 3 ⇒ (6) + 6 + 3 = 15 -> Ice and Fire recharged.

Rivani's visions show great reward and great danger; she opts for the dangerous reward! After rescuing a local barbarian from some burning tar, she faces off against an undead creature whose defeat is oddly invigorating! Empowered by the battle, she charges ahead to defeat the next monster and breezes past the subsequent trap.

Once through, she realizes the trade off, as she finds herself running low on energy reserves. Bucking up, she uses her flying wand to do some scouting on her way over to Kyra in hopes of some spare healing.

Hand: Wand of Flying, Blessing of Sivanah, Dreamstalker, Pyrotechnic Blast, Ring of Psychic Mastery, Blessing of Milani,

Poisoned: recharge a random card after reset: Blessing of Milani. Booo.

Play Wand of Flying at start of Arabundi's turn to examine top of two locations, then move.

Top card of Dungeons: Blessing of Milani
Top card of Crypt: Foes On All Sides

Rivani flies to Crypt hoping for some divine healing. End of Arabundi's turn, recover:

Rivani, Phrenic Master attempts to recover all cards in she/her Recovery pile.
Wand of Flying: Arcane 12: 1d12 + 6 + 3 ⇒ (4) + 6 + 3 = 13 -> Wand of Flying recharged.

Rivani, Phrenic Master wrote:

Hand: Blessing of Sivanah, Dreamstalker, Pyrotechnic Blast, Ring of Psychic Mastery,

Displayed:
Deck: 9 Discard: 10 Buried: 1
Hero Points: 3 // Rivani, Phrenic Master has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-4D has NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Vampire Bat
Recharged: Fiery Glare, Wand of Flame, Create Mindscape, Volcanic Storm, Ice and Fire, Blessing of Milani, Wand of Flying,
Discard Pile: Thought Shield, Hellknight of the Nail, Shining Wayfinder, Ghost Whip, Sign of the Daughter, Persona Mask, Burst of Adrenaline, Mind's Eye Blade, Mindblade, Blessing of the Master of Masters,
Buried Pile: Charm Person,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: SPELL
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

UPKEEP:
Laboratory Card 1 ACQUIRED.
Laboratory Card 2-4 BANISHED.


Turn 6: Arabundi/The Paladin

Explore Dungeons Card #1: Achaekek's Claws. No chance of acquired; failure; banished

Discard The Prince of Pain to explore Dungeons Card #2: Marked Cards. Again, no chance of acquired; failure; banished

Arabundi, drained from the poison as he is, has to stop and rest a moment. He sends up a decidedly flat prayer to the gods for help, and then sits breathing heavily. His eyes play over a discarded and dirty deck of cards lying in the dirt, but he leaves them be.

Reset hand and end turn.

Arabundi wrote:

Hand: Humanbane Crossbow +2, Masterwork Tools, Emerald of Dexterity, Tooled Crocodile Skin, Venomous Hand Crossbow +1, Surgeon, Divine Blaze,

Displayed:
Deck: 7 Discard: 4 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

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

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.

Recharge random card for Poisoned: 1d7 ⇒ 1 Humanbane Crossbow +2

Reveal Surgeon to heal, which he'll use to end Drained. Then recharge Surgeon.

Arabundi wrote:

Hand: Masterwork Tools, Emerald of Dexterity, Tooled Crocodile Skin, Venomous Hand Crossbow +1, Divine Blaze,

Displayed:
Deck: 9 Discard: 4 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Harrow Blessing
The Mountain Man - Suit: Shields

During This Scenario: 7-5A: The Chambers of Truth

After building location decks, shuffle together three non-closing henchmen Arcane Tome - Proxy B and a number of new items equal to the number of locations - 3, then shuffle one of these into each location.

Each character suffers the scourge Poisoned.

The difficulty to defeat the story bane Screaming Lock is increased by #.

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

When a location closes, before banishing cards, you may search it for an Arcane Tome and display it next to the scenario; if you do not find one, suffer 1d4 Mental damage that may not be reduced.

To win, close all locations.

Additional Rules: Danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Villain:
None

Henchman (Closing):

Screaming Locks - Proxy A:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

Henchman (Non-Closing):

Arcane Tome - Proxy B:

Story Bane 5
Type: Barrier
Traits: Book Arcane Task
To Defeat: Intelligence Arcane Wisdom 16 OR Craft 14
When you examine this card suffer 1 Force damage, then encounter it; the difficulty to defeat is decreased by 1d4.
If defeated, display this card next to the scenario.
If undefeated, suffer 1d6 Force damage.

Scenario Level (#): 5

Turn: 7, Kyra/Kulko

Random Cards:

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

Spoiler:
Manananggal
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.

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

Spoiler:
Fury Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.

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

Barriers
Spoiler:
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.

Spoiler:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

Spoiler:
Curse of the Worm
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

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

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

Weapons
Spoiler:
Keen Spiked Chain
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Blackjack's Rapier
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

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

Spoiler:
Deathbane Throwing Axe
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.

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

Spells
Spoiler:
Instrument of Agony
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.

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


Spoiler:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


Spoiler:
Major Harrowing
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.


Spoiler:
Death's Touch
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.


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

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


Armors
Spoiler:
Totem Klar
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

Spoiler:
Angelic Armor
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Spoiler:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

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

Spoiler:
Bottled Lightning
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.


Spoiler:
Wyvern Poison
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

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

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

Allies
Spoiler:
Raccoon
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.

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

Spoiler:
Lyrune-quah Truthspeaker
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.

Spoiler:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Spoiler:
Asyra
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

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

Spoiler:
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 Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.

Hour Power: On each check, the first blessing played to bless may be played freely.

Current Hour:

Desna's Freedom:
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.

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 1 Hayato/rhynndavrie
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 2 Rivani/sirrogue:
Spoiler:
Hourglass Card 2 Rivani/sirrogue
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 3 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 3 Arabundi/Chthonicthul
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 4 Kyra/Kulko:
Spoiler:
Hourglass Card 4 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 5 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 5 Hayato/rhynndavrie
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 6 Rivani/sirrogue:
Spoiler:
Hourglass Card 6 Rivani/sirrogue
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 7 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 7 Arabundi/Chthonicthul
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 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
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.
Hourglass Card 9 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 9 Hayato/rhynndavrie
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 10 Rivani/sirrogue:
Spoiler:
Hourglass Card 10 Rivani/sirrogue
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 11 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 11 Arabundi/Chthonicthul
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 12 Kyra/Kulko:
Spoiler:
Hourglass Card 12 Kyra/Kulko
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 13 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 13 Hayato/rhynndavrie
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 14 Rivani/sirrogue:
Spoiler:
Hourglass Card 14 Rivani/sirrogue
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 15 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 15 Arabundi/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 16 Kyra/Kulko:
Spoiler:
Hourglass Card 16 Kyra/Kulko
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 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 17 Hayato/rhynndavrie
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 18 Rivani/sirrogue:
Spoiler:
Hourglass Card 18 Rivani/sirrogue
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 19 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 19 Arabundi/Chthonicthul
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 20 Kyra/Kulko:
Spoiler:
Hourglass Card 20 Kyra/Kulko
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 21 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 21 Hayato/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 22 Rivani/sirrogue:
Spoiler:
Hourglass Card 22 Rivani/sirrogue
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 23 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 23 Arabundi/Chthonicthul
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.

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

Hospice Card 1:
Quickened Ray
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

Hospice Card 2:
Divine Fortune
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.

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

Hospice Card 3:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Hospice Card 4:
Andachi
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Hospice Card 5:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

Hospice Card 6:
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.
Hospice Card 7:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Hospice Card 8:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Hospice Card 9:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Hospice Card 10:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Hospice Card 11:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #2: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity 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.
Den Of Iniquity Card 2:
Horrorbane Heavy Pick
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Den Of Iniquity Card 3:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Den Of Iniquity Card 4:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Den Of Iniquity Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Den Of Iniquity Card 6:
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.
Den Of Iniquity Card 7:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Den Of Iniquity Card 10:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 11:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #3: 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 ?: 2
Located/Displayed Here: None
Caves Card 1:
Ring of Immolation
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Caves Card 2:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Caves Card 3:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Caves Card 4:
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Caves Card 5:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 6:
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.
Caves Card 7:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Caves Card 8:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Caves Card 9:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Caves Card 10:
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.
Caves Card 11:
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.

Location #4: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 4 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Kyra/Kulko,Rivani/sirrogue, Foes On All Sides
Crypt Card 1 (Foes On All Sides):
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Crypt Card 2:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Crypt Card 3:
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Crypt Card 4:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
Crypt Card 5:
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.
Crypt Card 6:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Crypt Card 7:
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.
Crypt Card 8:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Crypt Card 9:
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.
Crypt Card 10:
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.

Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here:
Madness Mist Trap
Laboratory Card 1:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Laboratory Card 2:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Laboratory 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.
Laboratory Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Arabundi/Chthonicthul, Hayato/rhynndavrie, None
Dungeons Card 1:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Dungeons Card 2:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Dungeons Card 3:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Dungeons Card 4:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Dungeons 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.
Dungeons Card 6:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.


Deckhandler - Kyra (Core)

Turn 6: During Arabundis Turn
Rivani Examines top card of shuffled Crypt
@Hayato you didn't fully process my last turn.

which card: 1d10 ⇒ 2

Ghast:

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

Turn 7: Kyra
The Hour is Sands of the Hour

SoT
Play Divine Fortune
Stay @ Crypt
Free Explore - Ghast

ByA Fort 6+3=9: 1d6 + 2 + 1d6 + 1d6 ⇒ (5) + 2 + (2) + (4) = 13 Success
reveal Dragonbane Greatsword recharge Our Lord in Iron and discard Greatsword
CtD Combat 26: 2d8 + 5 + 1d12 + 2 + 1d8 + 1d6 + 1d6 ⇒ (7, 2) + 5 + (5) + 2 + (8) + (4) + (2) = 35 Defeated

Cast Restorative Touch to heal Rivani from Exhausted and Poisoned and 1d4+1 cards.
#Cards: 1d4 + 1 ⇒ (4) + 1 = 5

Discard Duskwarden Ranger to explore
Which card Skip 2->1: 1d9 + 1 ⇒ (9) + 1 = 10 Arcane Tome

Sounds like I do not want to encounter this anyway.

End of turn
Autorecover Restorative Touch
reset Hand

Upkeep:
Crypt #2 Banished
Crypt #10 Examined
Crypt Shuffled again.

Kyra wrote:

Hand: Divine Insight, Grandmother Nightmare, Desna's Freedom, Thundering Earthbreaker, Our Lord In Iron (Loot), Maiden's Helm,

Displayed: Gray Maiden Plate, Divine Fortune,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scrying (Loot), Harrow Deck, Gorum's Iron, Wand of Restorative Touch (Loot), Sklar-quah Thundercaller, Aid
Recharged: Abadar's Law, Our Lord In Iron, Restorative Touch,
Discard Pile: Wounding Spear-axe , Dragonbane Greatsword, Duskwarden Ranger (Loot),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[] When a local character would suffer a scourge, you may suffer it instead.


Rivani, Phrenic Master is healed for 5: (Blessing of the Master of Masters, Burst of Adrenaline, Sign of the Daughter, Persona Mask, Mindblade). Deck shuffled. Poisoned scourge removed.


Bah, missed that shuffle last turn, sorry about that.

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

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Harrow Blessing
The Mountain Man - Suit: Shields

During This Scenario: 7-5A: The Chambers of Truth

After building location decks, shuffle together three non-closing henchmen Arcane Tome - Proxy B and a number of new items equal to the number of locations - 3, then shuffle one of these into each location.

Each character suffers the scourge Poisoned.

The difficulty to defeat the story bane Screaming Lock is increased by #.

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

When a location closes, before banishing cards, you may search it for an Arcane Tome and display it next to the scenario; if you do not find one, suffer 1d4 Mental damage that may not be reduced.

To win, close all locations.

Additional Rules: Danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Villain:
None

Henchman (Closing):

Screaming Locks - Proxy A:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

Henchman (Non-Closing):

Arcane Tome - Proxy B:

Story Bane 5
Type: Barrier
Traits: Book Arcane Task
To Defeat: Intelligence Arcane Wisdom 16 OR Craft 14
When you examine this card suffer 1 Force damage, then encounter it; the difficulty to defeat is decreased by 1d4.
If defeated, display this card next to the scenario.
If undefeated, suffer 1d6 Force damage.

Scenario Level (#): 5

Turn: 8, Hayato/rhynndavrie

Random Cards:

Monsters
Spoiler:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.

Spoiler:
Emperor Scorpion
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.

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

Spoiler:
Sayona
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.

Spoiler:
Corpse Lotus
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.

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

Spoiler:
Forbiddance
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.

Spoiler:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

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:
Obsession of Battle
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

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

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

Spoiler:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Speed Battleaxe
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

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

Spells
Spoiler:
Restoration
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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


Spoiler:
Scrying
CotCT
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcane 14
OR WisdomDivine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.


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

Spoiler:
Steal Soul
CotCT
Spell 5
Traits:
Arcane
Magic
Divine
To Acquire:
IntelligenceArcane 12
OR WisdomDivine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.

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

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


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

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

Spoiler:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
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, after the roll, you may recharge to add your Survival.

Spoiler:
Magic Spiked Full Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

Spoiler:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
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.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

Items
Spoiler:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

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

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

Spoiler:
Scabbard of Keen Edges
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

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

Allies
Spoiler:
Asyra
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

Spoiler:
Aerilaya
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.

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

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

Spoiler:
Zellara
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.

Blessings
Spoiler:
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.

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

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

Hour Power: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

Current Hour:

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

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue:
Spoiler:
Hourglass Card 1 Rivani/sirrogue
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 2 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 2 Arabundi/Chthonicthul
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 3 Kyra/Kulko:
Spoiler:
Hourglass Card 3 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 4 Hayato/rhynndavrie
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 5 Rivani/sirrogue:
Spoiler:
Hourglass Card 5 Rivani/sirrogue
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 6 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 6 Arabundi/Chthonicthul
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 Kyra/Kulko:
Spoiler:
Hourglass Card 7 Kyra/Kulko
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.
Hourglass Card 8 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 8 Hayato/rhynndavrie
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 9 Rivani/sirrogue:
Spoiler:
Hourglass Card 9 Rivani/sirrogue
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 10 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 10 Arabundi/Chthonicthul
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 12 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 12 Hayato/rhynndavrie
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 13 Rivani/sirrogue:
Spoiler:
Hourglass Card 13 Rivani/sirrogue
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 14 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 14 Arabundi/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Kyra/Kulko:
Spoiler:
Hourglass Card 15 Kyra/Kulko
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 16 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 16 Hayato/rhynndavrie
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 17 Rivani/sirrogue:
Spoiler:
Hourglass Card 17 Rivani/sirrogue
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 18 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 18 Arabundi/Chthonicthul
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 19 Kyra/Kulko:
Spoiler:
Hourglass Card 19 Kyra/Kulko
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 20 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 20 Hayato/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 21 Rivani/sirrogue:
Spoiler:
Hourglass Card 21 Rivani/sirrogue
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 22 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 22 Arabundi/Chthonicthul
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.

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

Hospice Card 1:
Quickened Ray
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

Hospice Card 2:
Divine Fortune
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.

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

Hospice Card 3:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Hospice Card 4:
Andachi
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Hospice Card 5:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

Hospice Card 6:
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.
Hospice Card 7:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Hospice Card 8:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Hospice Card 9:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Hospice Card 10:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Hospice Card 11:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #2: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity 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.
Den Of Iniquity Card 2:
Horrorbane Heavy Pick
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Den Of Iniquity Card 3:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Den Of Iniquity Card 4:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Den Of Iniquity Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Den Of Iniquity Card 6:
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.
Den Of Iniquity Card 7:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Den Of Iniquity Card 10:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 11:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #3: 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 ?: 2
Located/Displayed Here: None
Caves Card 1:
Ring of Immolation
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Caves Card 2:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Caves Card 3:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Caves Card 4:
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Caves Card 5:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 6:
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.
Caves Card 7:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Caves Card 8:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Caves Card 9:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Caves Card 10:
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.
Caves Card 11:
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.

Location #4: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Kyra/Kulko, Rivani/sirrogue, Foes On All Sides, Arcane Tome
Crypt Card 1:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Crypt Card 2:
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.
Crypt Card 3:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
Crypt Card 4:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Crypt Card 5:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Crypt Card 6:
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.
Crypt Card 7:
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.
Crypt Card 8:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Crypt Card 9:
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.

Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Guardian Zombie
Wyvern Blade Trap
Madness Mist Trap
Laboratory Card 1:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Laboratory Card 2:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Laboratory 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.
Laboratory Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Arabundi/Chthonicthul, Hayato/rhynndavrie, None
Dungeons Card 1:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Dungeons Card 2:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Dungeons Card 3:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Dungeons Card 4:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Dungeons 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.
Dungeons Card 6:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.


Hayato Deckhandler

Hayato moves to Crypt to take advantage of Kyra's Divine Fortune.

Free Explore - Accursed Priest

Reveal Frost Lance for combat, Jinfu for Mount, first strike, with local friends, Kyra's Divine Fortune, and Kyra's smite.

Accursed Priest-CtD: Combat 24 (11+5+5+3): 1d10 + 6 + 1d8 + 2 + 1d8 + 2 + 1d6 + 2 + 1d6 + 1d6 ⇒ (8) + 6 + (5) + 2 + (8) + 2 + (5) + 2 + (6) + (6) = 50 After acting someone local needs to bury a blessing, unfortunately Hayato has none.

Shuffle Jinfu to explore - Proxy B (Arcane Tome)

Recharge Grappler's Mask to use Melee on non-combat check, add for local friends, add 1d6 for Divine Fortune.

Arcane Tome-CtD: Melee 14: 1d10 + 6 + 2 + 1d6 ⇒ (4) + 6 + 2 + (5) = 17 Success, displayed.

Discard Hatchetbird to move back to Dungeon, then explore - Wyrmsmite

Wyrmsmite-CtA: Melee 14: 1d10 + 6 + 2 ⇒ (1) + 6 + 2 = 9 Shrug, banished.

Hayato hears Kyra call out that she has a spell going and would like a little assistance. He charges over and finds a Priest who is sneaking up on Kyra and Rivani's position. He skewers it good but not before it does some corruption magic on Rivani or Kyra...

Hayato lets them sort that out while he goes exploring and finds a book. It's a pretty strange book and he feels compelled to read it to the end or take damage. Fortunately Kyra is providing all sorts of translational aid at the moment and Hayato is pretty sure he gets what this thing is saying.

He finishes it and tucks it into his pack for later. It was a good read.

He then heads back to check up on Arabundi and finds a nice looking sword in route. Unfortunately it's been in the Dungeon too long and has some rust in areas that make it unsafe. He chucks it aside and readies to delve deeper in the Dungeon.

Hayato, Yojimbo wrote:

Hand: Frost Lance +2, Keen Orcish Axe, Magic Spiked Breastplate, White War Paint, Blessing of Shizuru,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Hero Points: 1
Box Reroll Used: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Leech, Pillaging Mace, Warhorse, Dwarven Earthbreaker +1, Retriever, Staff of Minor Healing, Shieldsplitter Lance, Jinfu, Blessing of the Samurai, Camal, Four-Mirror Armor
Recharged: Grappler's Mask,
Discard Pile: Blessing of the Samurai - 2, Hatchetbird,
Buried Pile: Blessing of Gorum,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
☐ When another character at your location is dealt damage, reduce that damage by 1.
☐ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.



OFFTURN: Rivani buries a blessing (Blessing of Sivanah) because the Priest is mean.

Turn 9, now is the hour of Desna's Freedom.
While this is the hour:
On each check, the first blessing played to bless may be played freely.

During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.

Crypt Card 3: Hippogriff Rider Trigger: When examined, suffer 1 Ranged Combat damage (Dreamstalker).
Crypt Card 4: Foes On All Sides
Crypt Card 5: Clairvoyance

While Rivani wants to face those last two cards, she is not equipped to fight the rider, so she DOES opt to shuffle.

At Crypt. Encounter random location card: 1d7 + 2 ⇒ (7) + 2 = 9 Card 9: Eternal Glyphs. THAT she can face.

Eternal Glyphs CtD Knowledge 13: 1d12 + 6 + 3 ⇒ (9) + 6 + 3 = 18 Success!

Rivani is feeling drained after helping her friends, and suffering collateral damage from their encounters. She tries to plan her path carefully, but even takes a psychic lance of pain from an enemy wary of her Sight. She opts to let Fate decide, wandering in a random direction, and is rewarded with an ancient puzzle that, while dangerous, was quite fun to solve. She completes the glyphs, deactivating them before they harm her friends, then sits down to rest.

Rivani, Phrenic Master wrote:

Hand: Sign of the Daughter, Blessing of the Master of Masters, Blessing of Milani, Pyrotechnic Blast, Ring of Psychic Mastery, Fiery Glare,

Displayed:
Deck: 10 Discard: 6 Buried: 2
Hero Points: 3
NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-4D HAS been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mindblade, Persona Mask, Wand of Flying, Ice and Fire, Blessing of Abadar, Burst of Adrenaline, Vampire Bat, Wand of Flame, Volcanic Storm, Create Mindscape
Recharged:
Discard Pile: Thought Shield, Hellknight of the Nail, Shining Wayfinder, Ghost Whip, Mind's Eye Blade, Dreamstalker,
Buried Pile: Charm Person, Blessing of Sivanah,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: SPELL
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

UPKEEP:
Crypt Card 9 BANISHED.
Crypt SHUFFLED.


Turn 10: Arabundi/Erastil's Eye

Move to Caves, since it is a Wild location.

Explore Caves Card #1: Ring of Immolation
Constitution 8 to acquire Ring of Immolation: 1d10 ⇒ 1 Well, 'twas a long shot anyway. Failure; banished

Discard Emerald of Dexterity to explore Caves Card #2 as per Hourglass power: Silver War Paint. Will fail to acquire; banished

Arabundi bounds through the caves, looking for the foe. He finds nothing but dead bodies, however. One body, adorned with some beautiful war paint, has an interesting ring on a finger, but the archer does not he has time for baubles.

Reset hand and end turn.

Arabundi wrote:

Hand: Masterwork Tools, Tooled Crocodile Skin, Venomous Hand Crossbow +1, Divine Blaze, Deathbane Light Crossbow (loot for Dagger), Blessing of the Samurai, Frost Longbow +1,

Displayed:
Deck: 6 Discard: 5 Buried: 0
"Current Location: Caves
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.

Recharge card for Poisoned: 1d7 ⇒ 7 Frost Longbow +1


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Harrow Blessing
The Mountain Man - Suit: Shields

During This Scenario: 7-5A: The Chambers of Truth

After building location decks, shuffle together three non-closing henchmen Arcane Tome - Proxy B and a number of new items equal to the number of locations - 3, then shuffle one of these into each location.

Each character suffers the scourge Poisoned.

The difficulty to defeat the story bane Screaming Lock is increased by #.

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

When a location closes, before banishing cards, you may search it for an Arcane Tome and display it next to the scenario; if you do not find one, suffer 1d4 Mental damage that may not be reduced.

To win, close all locations.

Additional Rules: Danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Villain:
None

Henchman (Closing):

Screaming Locks - Proxy A:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

Henchman (Non-Closing):

Arcane Tome - Proxy B:

Story Bane 5
Type: Barrier
Traits: Book Arcane Task
To Defeat: Intelligence Arcane Wisdom 16 OR Craft 14
When you examine this card suffer 1 Force damage, then encounter it; the difficulty to defeat is decreased by 1d4.
If defeated, display this card next to the scenario.
If undefeated, suffer 1d6 Force damage.

Arcane Tomes Displayed: 1

Scenario Level (#): 5

Turn: 11, Kyra/Kulko

Random Cards:

Monsters
Spoiler:
Sentinel Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.

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

Spoiler:
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.

Spoiler:
Hordemaster
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.

Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.


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

Barriers
Spoiler:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

Spoiler:
Obsession of Servitude
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

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

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

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

Weapons
Spoiler:
Blackjack's Rapier
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

Spoiler:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
Vindicator
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Returning Totem Spear
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Disintegrate
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.


Spoiler:
Scrying
CotCT
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcane 14
OR WisdomDivine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.


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

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


Spoiler:
Acid Rain
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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


Spoiler:
Icy Prison
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

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


Armors
Spoiler:
Totem Klar
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

Spoiler:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
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, after the roll, you may recharge to add your Survival.

Spoiler:
Mantle of Life
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Spoiler:
Dread Helm
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.

Items
Spoiler:
Scabbard of Keen Edges
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

Spoiler:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Belt of Physical Might
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

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

Spoiler:
Bottled Lightning
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.


Allies
Spoiler:
Jasan Adriel
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.

Spoiler:
Lyrune-quah Truthspeaker
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.

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

Spoiler:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Spoiler:
Pegg and Louie
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

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

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

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

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

Hour Power: No effect.

Current Hour:

Sands of the Hour:
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.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 1 Hayato/rhynndavrie
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 2 Rivani/sirrogue:
Spoiler:
Hourglass Card 2 Rivani/sirrogue
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 3 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 3 Arabundi/Chthonicthul
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 Kyra/Kulko:
Spoiler:
Hourglass Card 4 Kyra/Kulko
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.
Hourglass Card 5 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 5 Hayato/rhynndavrie
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 6 Rivani/sirrogue:
Spoiler:
Hourglass Card 6 Rivani/sirrogue
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 7 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 7 Arabundi/Chthonicthul
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 9 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 9 Hayato/rhynndavrie
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 10 Rivani/sirrogue:
Spoiler:
Hourglass Card 10 Rivani/sirrogue
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 11 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 11 Arabundi/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 12 Kyra/Kulko:
Spoiler:
Hourglass Card 12 Kyra/Kulko
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 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 13 Hayato/rhynndavrie
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 14 Rivani/sirrogue:
Spoiler:
Hourglass Card 14 Rivani/sirrogue
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 15 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 15 Arabundi/Chthonicthul
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 16 Kyra/Kulko:
Spoiler:
Hourglass Card 16 Kyra/Kulko
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 17 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 17 Hayato/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 18 Rivani/sirrogue:
Spoiler:
Hourglass Card 18 Rivani/sirrogue
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 19 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 19 Arabundi/Chthonicthul
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.

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

Hospice Card 1:
Quickened Ray
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

Hospice Card 2:
Divine Fortune
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.

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

Hospice Card 3:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Hospice Card 4:
Andachi
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Hospice Card 5:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

Hospice Card 6:
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.
Hospice Card 7:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Hospice Card 8:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Hospice Card 9:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Hospice Card 10:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Hospice Card 11:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #2: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity 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.
Den Of Iniquity Card 2:
Horrorbane Heavy Pick
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Den Of Iniquity Card 3:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Den Of Iniquity Card 4:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Den Of Iniquity Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Den Of Iniquity Card 6:
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.
Den Of Iniquity Card 7:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Den Of Iniquity Card 10:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 11:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #3: 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: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Arabundi/Chthonicthul, None
Caves Card 1:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Caves Card 2:
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Caves Card 3:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Caves Card 5:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Caves Card 6:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Caves Card 7:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Caves Card 8:
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.
Caves Card 9:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.

Location #4: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Kyra/Kulko, Rivani/sirrogue, Foes On All Sides, Arcane Tome - removed
Crypt Card 1:
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.
Crypt Card 2:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Crypt Card 3:
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.
Crypt Card 4:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Crypt Card 5:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
Crypt Card 6:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Guardian Zombie
Wyvern Blade Trap
Madness Mist Trap
Laboratory Card 1:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Laboratory Card 2:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Laboratory 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.
Laboratory Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Hayato/rhynndavrie, None
Dungeons Card 1:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Dungeons Card 2:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Dungeons Card 3:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Dungeons Card 4:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Dungeons 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.
Dungeons Card 6:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.


Deckhandler - Kyra (Core)

Turn 11: Kyra
The Hour is Sands of the Hour

During Hayatos turn bury our lord in iron.
SoT - Put Divine Fortune into recovery.
Stay @ Crypt
Free Explore

Screaming Locks - Proxy A::

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

BYA Discard Helmet for damage
Cast Divine Insight
Recharge Desnas Freedom

Arcane 8+5=13: 2d4 + 2d6 ⇒ (4, 1) + (1, 2) = 8 Failure - Spent Hero Point
Arcane 8+5=13: 2d4 + 2d6 ⇒ (1, 1) + (1, 5) = 8 UnDefeated suffer dazed letting Rivani Avenge.


On Kyra's turn: Screaming Locks - Before acting, each local character suffers 1 Mental damage that cannot be reduced (Sign of the Daughter).

Rivani will bury a card (Fiery Glare) to avenge Kyra's encounter with Card 1: Henchman Proxy A6 - Screaming Locks, increased by #. Before acting, each local character suffers 1 Mental damage that cannot be reduced (Blessing of the Master of Masters). Since it has the Lock trait, play Pyrotechnic Blast on check to defeat.

Screaming Locks CtD Arcane 13: 1d12 + 6 + 2d4 ⇒ (6) + 6 + (1, 1) = 14 Success! Attempt to close Crypt, play Blessing of Milani to add 2 dice.

Crypt CtC Wis 10: 3d8 ⇒ (2, 2, 2) = 6 Failure! Spend a Hero Point to reroll.

Crypt REDUX CtC Wis 10: 3d8 ⇒ (1, 4, 5) = 10 Success! When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

Clockwork Guardian CtD Knowledge 12: 1d12 + 6 + 3 ⇒ (8) + 6 + 3 = 17 Success! If defeated, draw a new weapon (Blackjack's Rapier).

Rivani, Phrenic Master attempts to recover all cards in she/her Recovery pile.
Pyrotechnic Blast: Arcane 8: 1d12 + 6 ⇒ (6) + 6 = 12 -> Pyrotechnic Blast recharged.

Updated Hand: Blackjack's Rapier, Ring of Psychic Mastery

UPKEEP:
Crypt Card 1 BANISHED.
1 Hero Point spent.
Crypt CLOSED.
Blackjack's Rapier ACQUIRED.


Deckhandler - Kyra (Core)

Turn 11 (cont.): Kyra
The Hour is Sands of the Hour

Knowing her inability to handle such intricate matters, Kyra takes a step back and lets Rivani handle things.

discard Grandmothers Nightmare for mental damage and watch Rivani do his thing.

End of turn
Autorecover spells
reset Hand

Next turn cast Wand of restorative Touch
cards healed: 1d4 + 1 ⇒ (1) + 1 = 2 Duskwarden Ranger, Grandmothers Nightmare and remvoe Dazed
Recovery Divine 12: 1d10 + 5 ⇒ (10) + 5 = 15 Success

Kyra wrote:

Hand: Sklar-quah Thundercaller, Gorum's Iron, Harrow Deck, Thundering Earthbreaker, Aid,

Displayed: Gray Maiden Plate,
Deck: 10 Discard: 3 Buried: 1
Hero Points: 1
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Duskwarden Ranger (Loot), Scrying (Loot), Abadar's Law, Divine Insight, Desna's Freedom, Grandmother Nightmare, Divine Fortune, Our Lord In Iron
Recharged: Wand of Restorative Touch (Loot),
Discard Pile: Wounding Spear-axe , Dragonbane Greatsword, Maiden's Helm,
Buried Pile: Our Lord In Iron (Loot),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[] When a local character would suffer a scourge, you may suffer it instead.


Wasn't sure where people wanted to go, so placed you over with the heal option. Feel free to move somewhere else.

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

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Harrow Blessing
The Mountain Man - Suit: Shields

During This Scenario: 7-5A: The Chambers of Truth

After building location decks, shuffle together three non-closing henchmen Arcane Tome - Proxy B and a number of new items equal to the number of locations - 3, then shuffle one of these into each location.

Each character suffers the scourge Poisoned.

The difficulty to defeat the story bane Screaming Lock is increased by #.

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

When a location closes, before banishing cards, you may search it for an Arcane Tome and display it next to the scenario; if you do not find one, suffer 1d4 Mental damage that may not be reduced.

To win, close all locations.

Additional Rules: Danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Villain:
None

Henchman (Closing):

Screaming Locks - Proxy A:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

Henchman (Non-Closing):

Arcane Tome - Proxy B:

Story Bane 5
Type: Barrier
Traits: Book Arcane Task
To Defeat: Intelligence Arcane Wisdom 16 OR Craft 14
When you examine this card suffer 1 Force damage, then encounter it; the difficulty to defeat is decreased by 1d4.
If defeated, display this card next to the scenario.
If undefeated, suffer 1d6 Force damage.

Arcane Tomes Displayed: 1

Scenario Level (#): 5

Turn: 12, Hayato/rhynndavrie

Random Cards:

Monsters
Spoiler:
Bloodbug Swarm
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

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

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

Spoiler:
Baykok
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

Spoiler:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.

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

Spoiler:
Brain Mold
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, 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:
Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

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:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; 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:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Limning Starknife
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.

Spoiler:
Verminbane Warhammer
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

Spoiler:
Keen Orcish Axe
None
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
Loot
To Acquire:
Strength Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6.
On a check against a Lock or Obstacle barrier, reload to add 1d8.

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

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


Spoiler:
Acid Rain
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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


Spoiler:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


Spoiler:
Safe Haven
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.


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

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


Armors
Spoiler:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

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

Spoiler:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
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, after the roll, you may recharge to add your Survival.

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

Spoiler:
Dread Helm
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.

Items
Spoiler:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

Spoiler:
Wyvern Poison
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

Spoiler:
Brooch of Protection
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.

Spoiler:
Fireball Beads
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.

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


Allies
Spoiler:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

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

Spoiler:
Landshark Whelp
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.

DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


Spoiler:
Pegg and Louie
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

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

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

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

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

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: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue:
Spoiler:
Hourglass Card 1 Rivani/sirrogue
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 2 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 2 Arabundi/Chthonicthul
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 3 Kyra/Kulko:
Spoiler:
Hourglass Card 3 Kyra/Kulko
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.
Hourglass Card 4 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 4 Hayato/rhynndavrie
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 5 Rivani/sirrogue:
Spoiler:
Hourglass Card 5 Rivani/sirrogue
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 6 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 6 Arabundi/Chthonicthul
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 7 Kyra/Kulko:
Spoiler:
Hourglass Card 7 Kyra/Kulko
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 8 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 8 Hayato/rhynndavrie
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 9 Rivani/sirrogue:
Spoiler:
Hourglass Card 9 Rivani/sirrogue
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 10 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 10 Arabundi/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
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 12 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 12 Hayato/rhynndavrie
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 13 Rivani/sirrogue:
Spoiler:
Hourglass Card 13 Rivani/sirrogue
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 14 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 14 Arabundi/Chthonicthul
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 15 Kyra/Kulko:
Spoiler:
Hourglass Card 15 Kyra/Kulko
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 16 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 16 Hayato/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 17 Rivani/sirrogue:
Spoiler:
Hourglass Card 17 Rivani/sirrogue
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 18 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 18 Arabundi/Chthonicthul
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.

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

Hospice Card 1:
Quickened Ray
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

Hospice Card 2:
Divine Fortune
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.

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

Hospice Card 3:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Hospice Card 4:
Andachi
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Hospice Card 5:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

Hospice Card 6:
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.
Hospice Card 7:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Hospice Card 8:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Hospice Card 9:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Hospice Card 10:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Hospice Card 11:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #2: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity 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.
Den Of Iniquity Card 2:
Horrorbane Heavy Pick
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Den Of Iniquity Card 3:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Den Of Iniquity Card 4:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Den Of Iniquity Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Den Of Iniquity Card 6:
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.
Den Of Iniquity Card 7:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Den Of Iniquity Card 10:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 11:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #3: 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: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Arabundi/Chthonicthul, None
Caves Card 1:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Caves Card 2:
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Caves Card 3:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Caves Card 5:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Caves Card 6:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Caves Card 7:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Caves Card 8:
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.
Caves Card 9:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.

Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Guardian Zombie
Wyvern Blade Trap
Madness Mist Trap
Laboratory Card 1:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Laboratory Card 2:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Laboratory 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.
Laboratory Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Hayato/rhynndavrie, None
Dungeons Card 1:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Dungeons Card 2:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Dungeons Card 3:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Dungeons 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.
Dungeons Card 5:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.


Hayato Deckhandler

Free explore - Ausio Carowyn

Ausio Carowyn-CtA: Diplomacy 7: 1d6 + 1 ⇒ (5) + 1 = 6 not quite, banished.

Discard Blessing of Shizuru to explore - Skeletal Minotaur

Autofail BYA, discard Frost Lance.

Discard Keen Orcish Axefor combat and adding first strike die.

Skeletal Minotaur-CtD: Melee 25: 1d10 + 6 + 1d8 + 2 + 1d8 + 2 + 1d6 ⇒ (5) + 6 + (6) + 2 + (2) + 2 + (3) = 26 Success, banished

Hayato explores a bit further in the Dungeon and finds a potential ally, but she is unconvinced that Hayato is the person she is waiting for and opts to wait longer.

He forges on and finds a new "friend" who wants to test his skill in battle. It takes considerable effort, but he is able end that threat and rearm himself before he continues exploring.

Hayato, Yojimbo wrote:

Hand: Pillaging Mace, Shieldsplitter Lance, Staff of Minor Healing, Camal, Jinfu,

Displayed: White War Paint, Magic Spiked Breastplate,
Deck: 7 Discard: 5 Buried: 1
Hero Points: 1
Box Reroll Used: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Samurai, Warhorse, Leech, Four-Mirror Armor, Retriever, Dwarven Earthbreaker +1
Recharged: Grappler's Mask,
Discard Pile: Blessing of the Samurai - 2, Hatchetbird, Blessing of Shizuru, Frost Lance +2, Keen Orcish Axe,
Buried Pile: Blessing of Gorum,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
☐ When another character at your location is dealt damage, reduce that damage by 1.
☐ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.



Turn X, now is the hour of The Midwife.
While this is the hour:
At the start of your turn, summon and encounter a monster. Greaaaaat.

Bloodbug Swarm:

CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

Reveal Blackjack's Rapier for Combat check, then recharge a card (Blackjack's Rapier) to use Rivani's Knowledge of Acrobatics.

Bloodbug Swarm CtD Combat 10 (14): 1d12 + 6 + 1d6 + 2 ⇒ (6) + 6 + (5) + 2 = 19 Success! Hoping that Kyra doesn't mind hammering the other two checks.

During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.

Hospice Card 1: Quickened Ray
Hospice Card 2: Divine Fortune
Hospice Card 3: Henchman Proxy A4 - Screaming Locks

Rivani opts NOT to shuffle. GAAAAAH, I REALLY want that Spell 5, but we have few blessings at the table right now and I really should heal. *sigh*

At Hospice. In lieu of exploring, Rivani will make use of the Hospice location text: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.

Hospice heal: 1d4 + 1 ⇒ (1) + 1 = 2 *facepalm* Should have just gone for the spell.

Rivani, Phrenic Master is healed for 2: (Thought Shield, Ghost Whip). Deck shuffled.

Rivani and Kyra limp into the Hospice camp for a healing break, and are instead assaulted by a swarm of bloodbugs! Luckily the Rivani is able to tumble about, slicing at bits of the swarm, while Kyra's hammer makes for a great fly swatter.

Rivani eyes an extremely tempting volume from across the tent, but restrains herself and dozes into a fitful rest.

Rivani, Phrenic Master wrote:

Hand: Create Mindscape, Mindblade, Burst of Adrenaline, Volcanic Storm, Ring of Psychic Mastery, Vampire Bat,

Displayed:
Deck: 9 Discard: 7 Buried: 3
Hero Points: 2
NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-4D HAS been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Ghost Whip, Wand of Flame, Blackjack's Rapier, Wand of Flying, Thought Shield, Ice and Fire, Pyrotechnic Blast, Persona Mask
Recharged:
Discard Pile: Hellknight of the Nail, Shining Wayfinder, Mind's Eye Blade, Dreamstalker, Sign of the Daughter, Blessing of the Master of Masters, Blessing of Milani,
Buried Pile: Charm Person, Blessing of Sivanah, Fiery Glare,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: SPELL
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

UPKEEP:
Hospice Cards 1-3 KNOWN.


Deckhandler - Kyra (Core)

During Rivanis Turn: Kyra
The Hour is The Midwife

The Thunder of sarenraes fury unleashes from Kyras hammer, as the preistess is happy to have something to smash for once. Huge swathes of Bloodbugs are destroyed with eahc strike and soon the swarm is dispersed.

Reveal Earthbreaker to smash the Bloodbugs
CtD2 Combat 11/15: 1d8 + 5 + 1d12 + 2 ⇒ (6) + 5 + (9) + 2 = 22 Success
CtD3 Combat 12/16: 1d8 + 5 + 1d12 + 2 ⇒ (7) + 5 + (10) + 2 = 24 Defeated


Turn 12: Arabundi/The Waxworks
As per Hourglass power, discard Blessing of the Samurai to avoid being Exhausted. Which, greeeeat.

Explore Caves Card #1: Ghoul
Combat 21 to defeat Ghoul, revealing Deathbane Light Crossbow to use Ranged plus d8 plus 1 plus d8: 1d8 + 4 + 3 + 1d8 + 1 + 1d8 ⇒ (5) + 4 + 3 + (6) + 1 + (4) = 23 Success; defeated and banished

This is dark, and foreboding, and Arabundi starts to feel fear creep into his shooting arm. When a ghoul emerges from the darkness, tongue wagging, the archer expects it to rip his throat out. But a good shot preserves his life for a few more moments.

Reset hand and end turn.

Arabundi wrote:

Hand: Masterwork Tools, Tooled Crocodile Skin, Venomous Hand Crossbow +1, Divine Blaze, Deathbane Light Crossbow (loot for Dagger), Retriever, Blessing of Milani,

Displayed:
Deck: 5 Discard: 6 Buried: 0
"Current Location: Caves
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.

Recharge card for Poisoned: 1d7 ⇒ 5 Deathbane Light Crossbow


Deckhandler - Kyra (Core)

Turn 15: Kyra
The Hour is The Bear
When this is the hour: On your Strength check, add 2.

Inside the Hospice Kyra finds a old preist who is willing to supportz their quest with a spell of Fortune. Knowing that the next Lock will be as hard as the last one, she gladly accepts.

SoT
Stay @ Hospice
Play Harrow deck to put Divine Fortune on Top
Free Explore

Divine Fortune:

CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.

Cast Aid
CtA Divine 11: 1d10 + 5 + 1d4 + 5 ⇒ (3) + 5 + (1) + 5 = 14 Aquired

Cast Divine Fortune

End of turn
Recharge Gorums Iron to heal Rivani a card
Autorecover Aid

Recovery Harrow Deck Percep 12: 1d10 + 4 + 1d4 + 1d6 ⇒ (6) + 4 + (4) + (1) = 15 Success
reset Hand

Upkeep:
Hospice #2 Acquired
Rivani healed a card.

Kyra wrote:

Hand: Sklar-quah Thundercaller, Scrying (Loot), Grandmother Nightmare, Thundering Earthbreaker, Duskwarden Ranger (Loot), Divine Fortune,

Displayed: Gray Maiden Plate, Divine Fortune (Acq),
Deck: 10 Discard: 3 Buried: 1
Hero Points: 1
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Our Lord In Iron, Desna's Freedom, Divine Insight, Abadar's Law
Recharged: Wand of Restorative Touch (Loot), Gorum's Iron, Aid, Harrow Deck,
Discard Pile: Wounding Spear-axe , Dragonbane Greatsword, Maiden's Helm,
Buried Pile: Our Lord In Iron (Loot),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[] When a local character would suffer a scourge, you may suffer it instead.


Rivani, Phrenic Master is healed for 1: (Blessing of Milani). Deck shuffled.


During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Harrow Blessing
The Mountain Man - Suit: Shields

During This Scenario: 7-5A: The Chambers of Truth

After building location decks, shuffle together three non-closing henchmen Arcane Tome - Proxy B and a number of new items equal to the number of locations - 3, then shuffle one of these into each location.

Each character suffers the scourge Poisoned.

The difficulty to defeat the story bane Screaming Lock is increased by #.

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

When a location closes, before banishing cards, you may search it for an Arcane Tome and display it next to the scenario; if you do not find one, suffer 1d4 Mental damage that may not be reduced.

To win, close all locations.

Additional Rules: Danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Villain:
None

Henchman (Closing):

Screaming Locks - Proxy A:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

Henchman (Non-Closing):

Arcane Tome - Proxy B:

Story Bane 5
Type: Barrier
Traits: Book Arcane Task
To Defeat: Intelligence Arcane Wisdom 16 OR Craft 14
When you examine this card suffer 1 Force damage, then encounter it; the difficulty to defeat is decreased by 1d4.
If defeated, display this card next to the scenario.
If undefeated, suffer 1d6 Force damage.

Arcane Tomes Displayed: 1

Scenario Level (#): 5

Turn: 16, Hayato/rhynndavrie

Random Cards:

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

Spoiler:
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.

Spoiler:
Dybbuk
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.

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

Spoiler:
Hordemaster
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.

Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.


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

Spoiler:
Obsession of Servitude
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

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

Spoiler:
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.

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

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

Spoiler:
Keen Spiked Chain
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

Spoiler:
Verminbane Warhammer
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

Spells
Spoiler:
Acid Rain
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 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:
Harrowing
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.

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


Spoiler:
Poison Blast
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


Spoiler:
Icy Prison
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

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


Armors
Spoiler:
Voidglass Armor
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Angelic Armor
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Spoiler:
Mantle of Life
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Spoiler:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
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.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

Spoiler:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

Items
Spoiler:
Blue War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

Spoiler:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

Spoiler:
Whisper of the First Lie
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.

Allies
Spoiler:
Asyra
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

Spoiler:
Lyrune-quah Truthspeaker
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.

Spoiler:
Firepelt Cougar
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

Spoiler:
Skoan-quah Boneslayer
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.

Spoiler:
Hippogriff Fledgling
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

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

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

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

Spoiler:
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.

Hour Power: At the start of your turn, summon and encounter a spell.

Current Hour:

The Mute Hag:
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue:
Spoiler:
Hourglass Card 1 Rivani/sirrogue
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Hourglass Card 2 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 2 Arabundi/Chthonicthul
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 3 Kyra/Kulko:
Spoiler:
Hourglass Card 3 Kyra/Kulko
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 4 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 4 Hayato/rhynndavrie
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 5 Rivani/sirrogue:
Spoiler:
Hourglass Card 5 Rivani/sirrogue
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 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 6 Arabundi/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 7 Kyra/Kulko:
Spoiler:
Hourglass Card 7 Kyra/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 8 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 8 Hayato/rhynndavrie
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 9 Rivani/sirrogue:
Spoiler:
Hourglass Card 9 Rivani/sirrogue
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 10 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 10 Arabundi/Chthonicthul
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 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 12 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 12 Hayato/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 13 Rivani/sirrogue:
Spoiler:
Hourglass Card 13 Rivani/sirrogue
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 14 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 14 Arabundi/Chthonicthul
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.

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

Hospice Card 1 (Quickened Ray):
Quickened Ray
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

Hospice Card 2 (Henchman Proxy A4):
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.
Hospice Card 3:
Andachi
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Hospice Card 4:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

Hospice Card 5:
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.
Hospice Card 6:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Hospice Card 7:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Hospice Card 8:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Hospice Card 9:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Hospice Card 10:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #2: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity 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.
Den Of Iniquity Card 2:
Horrorbane Heavy Pick
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Den Of Iniquity Card 3:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Den Of Iniquity Card 4:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Den Of Iniquity Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Den Of Iniquity Card 6:
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.
Den Of Iniquity Card 7:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Den Of Iniquity Card 10:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 11:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #3: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Arabundi/Chthonicthul, None
Caves Card 1:
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Caves Card 2:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves 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.
Caves Card 4:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Caves Card 5:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Caves Card 6:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Caves Card 7:
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.
Caves Card 8:
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.

Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Madness Mist Trap
Laboratory Card 1:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Laboratory Card 2:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Laboratory 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.
Laboratory Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Hayato/rhynndavrie, None
Dungeons Card 1:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Dungeons 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.
Dungeons Card 3:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.


Hayato Deckhandler

Turn 16, The Mute Hag
Hour Power: At the start of your turn, summon and encounter a spell.

Autofail Acid Rain CtA.

Move to Caves to take advantage of friendship.

Recharge Staff of Minor Healing to heal Arabundi.

Free explore - Warning Bells.

Hrm, going to need a blessing on that one. Hoping Kyra can oblige.

Warning Bells - CtD: Fortitude 13: 2d8 + 3 + 2 ⇒ (7, 1) + 3 + 2 = 13 Success! and now to examine the deck for Undead or Curse...sure nothing bad can happen.

Well no Undead or Curse, but I found an Arcane Tome. 1 Force damage - Reload Jinfu to block that.

Arcane Tome decreased by: 1d4 ⇒ 4

Taking Arabundi's BoMilani to try and make this check. Recharge Camal to add a d6 against a non-combat story bane.

Arcane Tome-CtD: Wisdom 12 (16-4): 3d6 + 2 + 1d6 ⇒ (1, 4, 1) + 2 + (4) = 12 Success, displayed.

Hayato comes over to lend Arabundi some assistance and trips an alarm. Through more than a little luck he manages to abort the alarm before causing too much trouble. He quickly looks around and spots another Tome, which he does his best to familiarize himself with.

Hayato, Yojimbo wrote:

Hand: Pillaging Mace, Shieldsplitter Lance, Four-Mirror Armor, Camal, Jinfu,

Displayed: White War Paint, Magic Spiked Breastplate,
Deck: 7 Discard: 5 Buried: 1
Hero Points: 1
Box Reroll Used: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Samurai, Warhorse, Dwarven Earthbreaker +1, Retriever, Leech
Recharged: Grappler's Mask, Staff of Minor Healing,
Discard Pile: Hatchetbird, Blessing of Shizuru, Frost Lance +2, Keen Orcish Axe, Blessing of the Samurai - 2,
Buried Pile: Blessing of Gorum,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
☐ When another character at your location is dealt damage, reduce that damage by 1.
☐ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.



During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Harrow Blessing
The Mountain Man - Suit: Shields

During This Scenario: 7-5A: The Chambers of Truth

After building location decks, shuffle together three non-closing henchmen Arcane Tome - Proxy B and a number of new items equal to the number of locations - 3, then shuffle one of these into each location.

Each character suffers the scourge Poisoned.

The difficulty to defeat the story bane Screaming Lock is increased by #.

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

When a location closes, before banishing cards, you may search it for an Arcane Tome and display it next to the scenario; if you do not find one, suffer 1d4 Mental damage that may not be reduced.

To win, close all locations.

Additional Rules: Danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Villain:
None

Henchman (Closing):

Screaming Locks - Proxy A:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

Henchman (Non-Closing):

Arcane Tome - Proxy B:

Story Bane 5
Type: Barrier
Traits: Book Arcane Task
To Defeat: Intelligence Arcane Wisdom 16 OR Craft 14
When you examine this card suffer 1 Force damage, then encounter it; the difficulty to defeat is decreased by 1d4.
If defeated, display this card next to the scenario.
If undefeated, suffer 1d6 Force damage.

Arcane Tomes Displayed: 2

Scenario Level (#): 5

Turn: 17, Rivani/sirrogue

Random Cards:

Monsters
Spoiler:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.

Spoiler:
Shining Child
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

Spoiler:
Sentinel Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.

Spoiler:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.

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

Barriers
Spoiler:
Cursed Statue
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.

Spoiler:
Obsession of Battle
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead 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:
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:
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.

Weapons
Spoiler:
Deathbane Throwing Axe
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.

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

Spoiler:
Limning Starknife
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.

Spoiler:
Vindicator
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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


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

Spoiler:
Giant Form
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.


Spoiler:
Breath of Life
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.


Spoiler:
Icy Prison
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

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


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

Spoiler:
Dread Helm
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
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.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

Spoiler:
Magic Spiked Full Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

Spoiler:
Angelic Armor
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Items
Spoiler:
Scabbard of Keen Edges
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

Spoiler:
Wyvern Poison
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

Spoiler:
Bottled Lightning
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.


Spoiler:
Blue War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Spoiler:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

Allies
Spoiler:
Firepelt Cougar
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

Spoiler:
Asyra
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

Spoiler:
Dream Spider
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

Spoiler:
Skoan-quah Boneslayer
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.

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

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

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

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

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

Hour Power: At the start of the turn, any character may recharge a card to move.

Current Hour:

The Wind and the Waves:
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 1 Arabundi/Chthonicthul
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 3 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 3 Hayato/rhynndavrie
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 4 Rivani/sirrogue:
Spoiler:
Hourglass Card 4 Rivani/sirrogue
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 5 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 5 Arabundi/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Kyra/Kulko:
Spoiler:
Hourglass Card 6 Kyra/Kulko
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 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 7 Hayato/rhynndavrie
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 8 Rivani/sirrogue:
Spoiler:
Hourglass Card 8 Rivani/sirrogue
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 9 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 9 Arabundi/Chthonicthul
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 10 Kyra/Kulko:
Spoiler:
Hourglass Card 10 Kyra/Kulko
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 11 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 11 Hayato/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 12 Rivani/sirrogue:
Spoiler:
Hourglass Card 12 Rivani/sirrogue
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 13 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 13 Arabundi/Chthonicthul
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.

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

Hospice Card 1 (Quickened Ray):
Quickened Ray
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

Hospice Card 2 (Henchman Proxy A4):
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.
Hospice Card 3:
Andachi
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Hospice Card 4:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

Hospice Card 5:
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.
Hospice Card 6:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Hospice Card 7:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Hospice Card 8:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Hospice Card 9:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Hospice Card 10:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #2: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity 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.
Den Of Iniquity Card 2:
Horrorbane Heavy Pick
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Den Of Iniquity Card 3:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Den Of Iniquity Card 4:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Den Of Iniquity Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Den Of Iniquity Card 6:
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.
Den Of Iniquity Card 7:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Den Of Iniquity Card 10:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 11:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #3: 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: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arabundi/Chthonicthul, Hayato/rhynndavrie, Arcane Tome has been removed
Caves Card 1:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Caves Card 2:
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.
Caves Card 3:
Sable Company Hide
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Caves Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Caves Card 5:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 6:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Madness Mist Trap
Laboratory Card 1:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Laboratory Card 2:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Laboratory 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.
Laboratory Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Dungeons Card 1:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Dungeons 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.
Dungeons Card 3:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.


Turn 17, now is the hour of The Wind and The Waves.
While this is the hour:
At the start of the turn, any character may recharge a card to move.

Start of turn, cast Create Mindscape on the Hospice.

During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.

Hospice Card 1: Quickened Ray
Hospice Card 2: Henchman Proxy A4 - Screaming Locks
Hospice Card 3: Andachi

Rivani opts NOT to shuffle.

At Hospice. Encounter Card 1: Quickened Ray, add 1d4 from Mindscape, 1d6 from Divine Fortune.

Quickened Ray CtA Arcane 12: 1d12 + 6 + 1d4 + 1d6 ⇒ (7) + 6 + (3) + (6) = 22 Success!

Discard Mindblade to explore Card 2: Henchman Proxy A4 - Screaming Locks, BA take 1 Mental damage (Quickened Ray). On check, add 1d4 from Mindscape, 1d6 from Divine Fortune.

Screaming Locks CtD Arcane 13: 1d12 + 6 + 1d4 + 1d6 ⇒ (8) + 6 + (1) + (4) = 19 Success! Ally 5 next and mostly boons left in the location. Opt not to close.

Discard Vampire Bat to explore Card 3: Andachi, bury a divine boon (Burst of Adrenaline) to automatically acquire.

End of turn hand: Andachi, Blessing of Abadar, Thought Shield, Volcanic Storm, Ring of Psychic Mastery, Wand of Flying

Start of Arabundi's turn, play Wand of Flying to scout the two occupied locations.

Hospice Card 4: Divine Blaze
Caves Card 1: Hungry Smoke

Rivani's patience are rewarded not only with the advanced scroll she spied earlier, but a powerful potential friend also wanders into view of her Sight. The caveat is she would have to pass up the opportunity to easily secure the area after disenchanting the demented deadbolts.

Loot has been light of late, and looking ahead to later, she locates lots to lift and little to waylay them. Confident in their courage, she corrects the corrupted clasp but curbs the craving for convenient completion and casts her contemplation toward collecting confidantes and kit.

Shaking herself from a brief fugue of reflection, she sacrifices one of her utility spells to earn the loyalty of the powerful spectral ally she encounters, then looks further out, finding a scroll that should be of interest to Kyra, and warning Arabundi of an obstacle ahead.

End of Arabundi's turn:
Rivani, Phrenic Master attempts to recover all cards in she/her Recovery pile.
Wand of Flying: Arcane 12: 1d12 + 6 + 3 ⇒ (2) + 6 + 3 = 11 -> Wand of Flying discarded.

Rivani, Phrenic Master wrote:

Hand: Andachi, Blessing of Abadar, Thought Shield, Volcanic Storm, Ring of Psychic Mastery,

Displayed: Create Mindscape,
Deck: 7 Discard: 10 Buried: 4
Hero Points: 2
NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-5A HAS been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Milani, Wand of Flame, Blackjack's Rapier, Persona Mask, Pyrotechnic Blast, Ghost Whip, Ice and Fire
Recharged:
Discard Pile: Hellknight of the Nail, Shining Wayfinder, Mind's Eye Blade, Dreamstalker, Sign of the Daughter, Blessing of the Master of Masters, Quickened Ray, Mindblade, Vampire Bat, Wand of Flying,
Buried Pile: Charm Person, Blessing of Sivanah, Fiery Glare, Burst of Adrenaline,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: SPELL
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

UPKEEP:
Hospice Card 1, 3 ACQUIRED.
Hospice Card 2 BANISHED.
Hospice Card 4 KNOWN.
Caves Card 1 KNOWN


Turn 16: Arabundi healed for one by Hayato (Thanks!)
Healed card: 1d6 ⇒ 5 Emerald of Dexterity

Turn 16: Arabundi discards Blessing of Milani for Hayato check.

Turn 18: Arabundi/Our Lord In Iron

Move to Hospice

Explore Hospice Card #1: Divine Blaze
Divine 12 to acquire Divine Blaze, adding 4 for character power: 1d8 + 1 + 1 + 4 ⇒ (2) + 1 + 1 + 4 = 8 Failure; banished. Finally gets to use his character power for acquiring Divine cards, and rolls a 2...

Discard Retriever to explore Hospice Card #2: Urgathoa's Gluttony
Constitution 10 to acquire Urgathoa's Gluttony: 1d10 ⇒ 10 Whoah! Didn't see that coming. Acquired

After a brief encounter with Hayato, Arabundi splits off to find a place to rest for a moment. He tries to increase his ability to send waves of fire through prayer, but all he manages is to feel the smiles of the gods on his head. Firepower might have been more helpful, he thinks...

Reset hand and end turn.

Arabundi wrote:

Hand: Masterwork Tools, Tooled Crocodile Skin, Venomous Hand Crossbow +1, Divine Blaze, Urgathoa's Gluttony (acquired), Humanbane Crossbow +2, Frost Longbow +1,

Displayed:
Deck: 5 Discard: 7 Buried: 0
"Current Location: Hospice
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.

Recharge a card for Poisoned: 1d7 ⇒ 1 Masterwork Tools


EDIT: Add Divine Fortune d6 to roll to acquire Divine Blaze
Divine Fortune: 1d6 ⇒ 5 Acquired

Fixed hand:

Arabundi wrote:

Hand: Tooled Crocodile Skin, Venomous Hand Crossbow +1, Divine Blaze, Divine Blaze (acquired), Urgathoa's Gluttony (acquired), Humanbane Crossbow +2,

Displayed:
Deck: 7 Discard: 7 Buried: 0
"Current Location: Hospice
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.


Deckhandler - Kyra (Core)

Turn 19: Kyra
The Hour is Grandmother Nightmare
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.

SoT Put Divine Fortune into discovery
Stay
Free Explore

Blackjack's Gear:

CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

Play Divine Fortune
CtA Perception 14: 1d10 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 Failure

Discard Duskwarden Ranger

Red War Paint:

CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

CtA Melee 7: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (5) = 13 Aquired and Displayed

Discard Sklar-quah Thundercaller to examine and explore

Red Mantis Ambush:

CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

Pausing to see whos fighting what.


Arabundi takes on the Red Mantis Assassin

BA Wisdom 9 check: 1d8 + 1 ⇒ (5) + 1 = 6 Failure
Assassin difficulty increased by: 1d6 ⇒ 6
Combat 26 to defeat Red Mantis Assassin, revealing Humanbane Crossbow +2 to use Ranged plus d10 plus 2 plus d8 and adding d6 for Divine Fortune: 1d8 + 4 + 3 + 1d10 + 2 + 1d8 + 1d6 ⇒ (5) + 4 + 3 + (8) + 2 + (7) + (6) = 35 Success; defeated


OFFTURN: Rivani moves to intercept an Ashwing Gargoyle attempting to ambush her friends!

Ashwing Gargoyle:

Story Bane
Type: Monster
Traits: Gargoyle
To Defeat: Combat 23
Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location.

Play Volcanic Storm for Combat check.

Ashwing Gargoyle CtD Combat 23 19: 1d12 + 6 + 3d6 + 1d6 ⇒ (4) + 6 + (3, 3, 4) + (4) = 24 Success!

At the end of the turn, Rivani, Phrenic Master attempts to recover all cards in she/her Recovery pile.
Volcanic Storm: Arcane 13: 1d12 + 6 + 3 ⇒ (5) + 6 + 3 = 14 -> Volcanic Storm recharged.


Deckhandler - Kyra (Core)

Turn 19: Kyra Cont.
The Hour is Grandmother Nightmare
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.

Seeing Rivani and Arabundi are still hurting, Kyra Decides to stay at the place with them and search for more useful stuff. She finds a strange thiefs device she can make no heads onor tail of, and some protective Skin Oils against the oppressive heat at this place.

Unfortunately in the meantime a group of Assassins and their Gargoyles have found the group and they are forced to fight again. But the group is now runnign like a well oiled machine, and with everybody supporting each other the assassins are swiftly dealt with.

Encounter a Red Mantis Assassin

ByA Perc 9: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (5) = 16 Success
Reveal Earthbreaker
CtD Combat 20: 1d8 + 5 + 1d12 + 2 + 1d6 + 3 ⇒ (7) + 5 + (11) + 2 + (4) + 3 = 32 Defeated, Barrier Defeated

End of turn
Recharge Scrying to heal Rivani a card
reset Hand

Upkeep:
Hospice #6,8 Banished
Hospice #7 acquired

Kyra wrote:

Hand: Desna's Freedom, Our Lord In Iron, Divine Insight, Thundering Earthbreaker, Abadar's Law, Restorative Touch,

Displayed: Gray Maiden Plate, Divine Fortune, Red War Paint,
Deck: 6 Discard: 6 Buried: 1
Hero Points: 1
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Wand of Restorative Touch (Loot), Gorum's Iron, Aid, Harrow Deck, Scrying (Loot), Divine Fortune (Acq),
Discard Pile: Wounding Spear-axe , Dragonbane Greatsword, Grandmother Nightmare, Maiden's Helm, Duskwarden Ranger (Loot), Sklar-quah Thundercaller,
Buried Pile: Our Lord In Iron (Loot),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[] When a local character would suffer a scourge, you may suffer it instead.


Hayato Deckhandler

Turn 20, The Joke
Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.

Stay at Caves and free explore - Hungry Smoke

Recharge Pillaging Mace to add 1d10 on a Non-Combat check against a monster.

Hungry Smoke-CtD: Fortitude 9: 1d8 + 3 + 1d10 ⇒ (2) + 3 + (4) = 9 Not a great roll, but good enough. Success, banished

Shuffle Jinfu into deck to explore. - Sczarni Thief

Sczarni Thief - BYA Ranged Damage: 1d4 - 1 ⇒ (1) - 1 = 0 Guess we won't worry about that at all...

Reveal Lance and camel for to power it up, first strike so add a die.

Sczarni Thief-CtD: Combat 19: 1d10 + 6 + 1d8 + 1 + 1d8 + 1 + 1d6 ⇒ (3) + 6 + (4) + 1 + (7) + 1 + (1) = 23 Success, banished.

Discard Camel to explore - Sable Company Hide.

Sable Company Hide-CtA: Fortitude 11: 1d8 + 3 ⇒ (4) + 3 = 7 Banished.

Hayato glances over at the Hospice, but thinks it's probably better to keep slogging away over at his location as it looks like the team has things pretty well in hand over there.

With some advanced warning from Rivani, Hayato takes a deep breath and rushes into the Hungry Smoke. He waves a saddle back and forth in there to air out the cave. It takes all of his reserves, but he is able to clear out the Smoke before he runs out of air. It leaves him gasping a bit and he must have made a bit too much noise as he straightens up just in time to have an arrow fly past him.

He turns and spots a Thief quickly trying to duck back into the shadows. Fortunately Hayato and Jinfu have him spotted and quickly set for charge. The Thief is definitely no match for Hayato in a straight up combat and quickly drops. Unfortunately the pretty nice set of armor he was wearing is more than a little wrecked with a lance sticking out of it.

Hayato cleans up and heads deeper into the Cave.

Hayato, Yojimbo wrote:

Hand: Shieldsplitter Lance, Grappler's Mask, Retriever, Warhorse, Jinfu,

Displayed: White War Paint, Magic Spiked Breastplate, Four-Mirror Armor,
Deck: 5 Discard: 6 Buried: 1
Hero Points: 1
Box Reroll Used: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing, Pillaging Mace, Leech, Blessing of the Samurai, Dwarven Earthbreaker +1
Recharged:
Discard Pile: Hatchetbird, Blessing of Shizuru, Frost Lance +2, Keen Orcish Axe, Blessing of the Samurai - 2, Camel,
Buried Pile: Blessing of Gorum,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
☐ When another character at your location is dealt damage, reduce that damage by 1.
☐ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.



During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Harrow Blessing
The Mountain Man - Suit: Shields

During This Scenario: 7-5A: The Chambers of Truth

After building location decks, shuffle together three non-closing henchmen Arcane Tome - Proxy B and a number of new items equal to the number of locations - 3, then shuffle one of these into each location.

Each character suffers the scourge Poisoned.

The difficulty to defeat the story bane Screaming Lock is increased by #.

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

When a location closes, before banishing cards, you may search it for an Arcane Tome and display it next to the scenario; if you do not find one, suffer 1d4 Mental damage that may not be reduced.

To win, close all locations.

Additional Rules: Danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Villain:
None

Henchman (Closing):

Screaming Locks - Proxy A:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

Henchman (Non-Closing):

Arcane Tome - Proxy B:

Story Bane 5
Type: Barrier
Traits: Book Arcane Task
To Defeat: Intelligence Arcane Wisdom 16 OR Craft 14
When you examine this card suffer 1 Force damage, then encounter it; the difficulty to defeat is decreased by 1d4.
If defeated, display this card next to the scenario.
If undefeated, suffer 1d6 Force damage.

Arcane Tomes Displayed: 2

Scenario Level (#): 5

Turn: 21, Rivani/sirrogue

Random Cards:

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

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

Spoiler:
Enormous Reefclaw
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.

Spoiler:
Shining Child
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

Barriers
Spoiler:
Hungry Smoke
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

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

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

Spoiler:
Obsession of Battle
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

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

Weapons
Spoiler:
Deathbane Throwing Axe
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.

Spoiler:
Verminbane Warhammer
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

Spoiler:
Wyrmsmite
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.

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

Spoiler:
Blackjack's Daggers
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

Spells
Spoiler:
Restoration
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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


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

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


Spoiler:
Acid Rain
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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


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

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


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

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


Armors
Spoiler:
Dread Helm
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

Spoiler:
Magic Spiked Full Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

Spoiler:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
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.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

Items
Spoiler:
Blackjack's Gear
CotCT
Item 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

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

Spoiler:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

Spoiler:
Fireball Beads
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.

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


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

Allies
Spoiler:
Asyra
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

Spoiler:
Acadamae Scholar
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

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

Spoiler:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

Spoiler:
Skoan-quah Boneslayer
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.

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

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

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

Spoiler:
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:
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.

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

Current Hour:

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

Hours Remaining: 9

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 1 Arabundi/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
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 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 3 Hayato/rhynndavrie
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 4 Rivani/sirrogue:
Spoiler:
Hourglass Card 4 Rivani/sirrogue
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hourglass Card 5 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 5 Arabundi/Chthonicthul
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 6 Kyra/Kulko:
Spoiler:
Hourglass Card 6 Kyra/Kulko
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 7 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 7 Hayato/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 8 Rivani/sirrogue:
Spoiler:
Hourglass Card 8 Rivani/sirrogue
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 9 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 9 Arabundi/Chthonicthul
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.

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

Hospice Card 1:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Hospice Card 2:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #2: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity 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.
Den Of Iniquity Card 2:
Horrorbane Heavy Pick
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Den Of Iniquity Card 3:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Den Of Iniquity Card 4:
Salvator Scream
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Den Of Iniquity Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Den Of Iniquity Card 6:
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.
Den Of Iniquity Card 7:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Den Of Iniquity Card 8:
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.
Den Of Iniquity Card 9:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Den Of Iniquity Card 10:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 11:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #3: 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: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Hayato/rhynndavrie, Arcane Tome has been removed
Caves 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.
Caves Card 2:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 3:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Madness Mist Trap
Laboratory Card 1:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Laboratory Card 2:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Laboratory 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.
Laboratory Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Dungeons Card 1:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Dungeons 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.
Dungeons Card 3:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.

Grand Lodge

OFFTURN: Rivani, Phrenic Master is healed for 1: (Mindblade). Deck shuffled.

Turn 21, now is the hour of Pharasma's Knowing.
While this is the hour:
On your check against an Undead card, add 1d6.

During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.

Hospice Card 1: Lyrune-quah Moon Maiden
Hospice Card 2: The Real Rabbit Prince

Rivani DOES NOT opt to shuffle.

At Hospice. In lieu of exploring, use location text to heal.

Hospice heal: 1d4 + 1 ⇒ (3) + 1 = 4

Rivani, Phrenic Master is healed for 4: (Vampire Bat, Sign of the Daughter, Shining Wayfinder, Hellknight of the Nail). Deck shuffled.

Rivani scouts the remaining futures of the area in her Sight, finds a valuable ally that she's afraid she might not be able to coax to their side. She passes the intel on to her friends while she rests at the camp.

Rivani, Phrenic Master wrote:

Hand: Andachi, Blessing of Abadar, Thought Shield, Blackjack's Rapier, Ring of Psychic Mastery, Ghost Whip,

Displayed: Create Mindscape,
Deck: 11 Discard: 5 Buried: 4
Hero Points: 2
NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-5A HAS been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Volcanic Storm, Shining Wayfinder, Ice and Fire, Wand of Flame, Hellknight of the Nail, Vampire Bat, Sign of the Daughter, Pyrotechnic Blast, Blessing of Milani, Mindblade, Persona Mask
Recharged:
Discard Pile: Mind's Eye Blade, Dreamstalker, Blessing of the Master of Masters, Quickened Ray, Wand of Flying,
Buried Pile: Charm Person, Blessing of Sivanah, Fiery Glare, Burst of Adrenaline,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: SPELL
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

UPKEEP:
Hospice Card 1, 2 KNOWN.


Turn 22: Arabundi/Sands of the Hour

Explore Hospice Card #1: Lyrune-quah Moon Maiden
Will Summon and Defeat a Monster to acquire: Sneak
BA Wisdom 12, adding d6 for Divine Fortune: 1d8 + 1 + 1d6 ⇒ (3) + 1 + (1) = 5 Failure; discard Tooled Crocodile Skin for Monster power
Combat 19 to defeat Sneak, revealing Humanbane Crossbow +2 to use Ranged plus d10 plus 2 plus d8 and adding d6 for Divine Fortune: 1d8 + 4 + 3 + 1d10 + 2 + 1d8 + 1d6 ⇒ (4) + 4 + 3 + (9) + 2 + (6) + (6) = 34 Success; defeated, and Lyrune-quah Moon Maiden acquired

Discard Urgathoa's Gluttony to explore Hospice Card #2: The Real Rabbit Prince
Dexterity 11 to acquire The Real Rabbit Prince, adding d6 for Divine Fortune: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (6) = 18 Success; acquired

Combat 11 to defeat Queen's Physician to close Hospice, revealing Humanbane Crossbow +2 to use Ranged plus d10 plus 2 plus d8 and adding d6 for Divine Fortune: 1d8 + 4 + 3 + 1d10 + 2 + 1d8 + 1d6 ⇒ (5) + 4 + 3 + (8) + 2 + (7) + (1) = 30 Success; defeated, and Hospice closed

Move to Dungeons at close

Arabundi follows Rivani's directions to find a maiden beset by a blackguard. The maiden doesn't look like she needs the help, and the archer has no idea why the sneaky man brandishing a knife would be here, but a quick crossbow bolt ends the matter. Arabundi offers a quick prayer of thanks and then leads his new friend deeper into the dungeons.

Reset hand and end turn.

Arabundi wrote:

Hand: Venomous Hand Crossbow +1, Divine Blaze, Divine Blaze (acquired), Humanbane Crossbow +2, Lyrune-quah Moon Maiden (acquired), The Real Rabbit Prince (acquired), Frost Longbow +1,

Displayed:
Deck: 6 Discard: 9 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: N"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.

Recharge card for Poisoned: 1d7 ⇒ 1 Venomous Hand Crossbow +1


Forgot about the Clockwork Guardian
Wisdom 16 to defeat Clockwork Guardian, revealing Humanbane Crossbow + 2 to use Ranged plus d10 plus 2 and adding d6 for Divine Fortune: 1d8 + 4 + 3 + 1d10 + 2 + 1d6 ⇒ (3) + 4 + 3 + (4) + 2 + (3) = 19 Failure; will use shirt reroll
Shirt reroll of Wisdom 16 to defeat Clockwork Guardian, revealing Humanbane Crossbow + 2 to use Ranged plus d10 plus 2 and adding d6 for Divine Fortune: 1d8 + 4 + 3 + 1d10 + 2 + 1d6 ⇒ (8) + 4 + 3 + (6) + 2 + (6) = 29 Success; defeated and banished
Draw a Weapon for defeating Clockwork Guardian: Deathbane Throwing Axe

Amended hand:

Arabundi wrote:

Hand: Divine Blaze, Divine Blaze (acquired), Humanbane Crossbow +2, Lyrune-quah Moon Maiden (acquired), The Real Rabbit Prince (acquired), Deathbane Throwing Axe (acquired),

Displayed:
Deck: 8 Discard: 9 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 1 / 13 // Arabundi has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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

"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: Y"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.


Deckhandler - Kyra (Core)

Turn 23: Kyra
The Hour is Orison
When this is the hour: No effect.

SoT Put Divine Fortune into recovery
Stay @ Lab
Free Explore

Enhance:

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

Autoacquire
Discard Abadar's Law to explore

Madness Mist Trap:

CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.

Play Enhance naming Disable
CtD Disable 8: 1d4 + 6 ⇒ (3) + 6 = 9 Defeated

Draw new Spell - Restoration
Cast on Self Draw Wand of restorative Touch and Gorums Iron

Discard Desna's Freedom to move to
Den of Inquity and explore

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.

Reveal Earthbreaker and recharge Our Lord in Iron
Combat 21: 2d8 + 5 + 1d12 + 2 ⇒ (6, 7) + 5 + (5) + 2 = 25 Defeated
Fire Damage: 1d4 - 1 ⇒ (3) - 1 = 2 reduce it by 3 to 0

Cast Wand of Restorative touch to heal
#Cards: 1d4 + 1 ⇒ (2) + 1 = 3 Duskwarden Ranger (Loot), Grandmother Nightmare, Desna's Freedom

End of turn
recharge Gorums Iron to heal another card - Thundercaller

Recovery Wand Divine 12: 1d10 + 5 ⇒ (10) + 5 = 15
reset Hand

Upkeep:
Lab #1 Acquired
Lab #2 Banished
Random Spell #1 Acquired
Den #1 banished

Kyra wrote:

Hand: Restorative Touch, Desna's Freedom, Divine Insight, Thundering Earthbreaker, Grandmother Nightmare, Harrow Deck,

Displayed: Gray Maiden Plate, Red War Paint,
Deck: 11 Discard: 4 Buried: 1
Hero Points: 1
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead/Outsiders
Use Blessings as needed
Use Divine Insight/Aid as needed
Movement: Move with Rivani if location closes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Fortune (Acq), Our Lord In Iron, Gorum's Iron, Scrying (Loot), Duskwarden Ranger (Loot), Aid
Recharged: Sklar-quah Thundercaller, Divine Fortune, Restoration, Enhance, Wand of Restorative Touch (Loot),
Discard Pile: Wounding Spear-axe , Dragonbane Greatsword, Maiden's Helm, Abadar's Law,
Buried Pile: Our Lord In Iron (Loot),

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Armor, Divine, [X] Weapon
POWERS:
On a local check against an Outsider or Undead bane, ([] or against a Divine or Healing boon), add 1d4 ([X] 1d6) and the Magic trait.
At the ([] start or) end of your turn, you may recharge a Divine card to ([] remove a scourge from a local character or) heal a local character a card ([] or 1d4 cards).
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
[x] On your check to recharge a Divine non-Attack spell, you may automatically succeed. ([] Then you may shuffle your deck.)
[] When a local character would suffer a scourge, you may suffer it instead.


Deckhandler - Kyra (Core)

Hayatos Turn
Play Harrow Deck on Den
Find Weapon 5, Ally 5 and Ally 4
Leave order decision to group

Recov Harrow Deck Perc 12: 1d10 + 4 ⇒ (10) + 4 = 14


Hayato Deckhandler

Turn 24, Erastil's Eye
Hour Power: If you are at a Wild location, you may discard a card to explore.

Move to Den and free explore - Horrorbane Heavy Pick

Horrorbane Heavy Pick-CtA: Melee 13: 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17 Success! Acquired

Warhorse to explore - Risibeth

Bury Retriever to aquire Risibeth

Shuffle Jinfu into deck to explore - Salvator Scream

Auto fail check to aquire Salvator Scream, banished.

Hayato hears tales of a nice weapon and some friends to be made. He hurries over to the Den and is able to pull the Pick out of the stone and befriend the ghost. But he has less success with the screamy guy.

Hayato, Yojimbo wrote:

Hand: Shieldsplitter Lance, Grappler's Mask, Risibeth, Dwarven Earthbreaker +1, Horrorbane Heavy Pick,

Displayed: White War Paint, Magic Spiked Breastplate, Four-Mirror Armor,
Deck: 5 Discard: 7 Buried: 2
Hero Points: 1
Box Reroll Used: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Jinfu, Blessing of the Samurai, Staff of Minor Healing, Pillaging Mace, Leech
Recharged:
Discard Pile: Hatchetbird, Blessing of Shizuru, Frost Lance +2, Keen Orcish Axe, Blessing of the Samurai - 2, Camel, Warhorse,
Buried Pile: Blessing of Gorum, Retriever,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armor | Heavy Armor | Weapons
POWERS:
On your first combat check of your turn (☐ or another character's combat check on your turn), add 1d6 (☐ 1d10).
On your (■ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (■ 1d10) (☐ 2d6).
■ When another character is at your location, add 1 (■ 2) to your checks.
☐ When another character at your location is dealt damage, reduce that damage by 1.
☐ At the start of your turn, you may draw a card.
☐ When you play the cohort Jinfu to explore your location, you may put him on top of your deck instead of recharging him.



During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

Harrow Blessing
The Mountain Man - Suit: Shields

During This Scenario: 7-5A: The Chambers of Truth

After building location decks, shuffle together three non-closing henchmen Arcane Tome - Proxy B and a number of new items equal to the number of locations - 3, then shuffle one of these into each location.

Each character suffers the scourge Poisoned.

The difficulty to defeat the story bane Screaming Lock is increased by #.

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

When a location closes, before banishing cards, you may search it for an Arcane Tome and display it next to the scenario; if you do not find one, suffer 1d4 Mental damage that may not be reduced.

To win, close all locations.

Additional Rules: Danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Villain:
None

Henchman (Closing):

Screaming Locks - Proxy A:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

Henchman (Non-Closing):

Arcane Tome - Proxy B:

Story Bane 5
Type: Barrier
Traits: Book Arcane Task
To Defeat: Intelligence Arcane Wisdom 16 OR Craft 14
When you examine this card suffer 1 Force damage, then encounter it; the difficulty to defeat is decreased by 1d4.
If defeated, display this card next to the scenario.
If undefeated, suffer 1d6 Force damage.

Arcane Tomes Displayed: 2

Scenario Level (#): 5

Turn: 25, Rivani/sirrogue

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:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.

Spoiler:
Sayona
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.

Spoiler:
Soul Mistress
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.

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.

Barriers
Spoiler:
Warning Bells
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

Spoiler:
Brain Mold
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.

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

Spoiler:
Cursed Statue
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.

Spoiler:
Obsession of Servitude
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

Weapons
Spoiler:
Keen Orcish Axe
None
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
Loot
To Acquire:
Strength Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6.
On a check against a Lock or Obstacle barrier, reload to add 1d8.

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

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

Spoiler:
Seeking Longbow
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; 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:
Vindicator
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Disintegrate
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.


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

Spoiler:
Giant Form
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.


Spoiler:
Icy Prison
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

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


Spoiler:
Safe Haven
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.


Armors
Spoiler:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
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.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

Spoiler:
Angelic Armor
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
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 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Spoiler:
Impervious Chain Shirt
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.

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

Items
Spoiler:
Blue War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

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

Spoiler:
Fireball Beads
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.

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


Spoiler:
Ring of Immolation
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

Spoiler:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Allies
Spoiler:
Raccoon
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.

Spoiler:
Skoan-quah Boneslayer
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.

Spoiler:
Nightspear
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

Spoiler:
Asyra
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

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

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

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

Spoiler:
The 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: When you play a blessing, you may give a card to any character.

Current Hour:

Lady Luck:
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.

Hours Remaining: 5

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 1 Arabundi/Chthonicthul
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 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hourglass Card 3 Hayato/rhynndavrie:
Spoiler:
Hourglass Card 3 Hayato/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Rivani/sirrogue:
Spoiler:
Hourglass Card 4 Rivani/sirrogue
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 5 Arabundi/Chthonicthul:
Spoiler:
Hourglass Card 5 Arabundi/Chthonicthul
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.

Location #1: Hospice
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Arabundi/Chthonicthul, Rivani/sirrogue, None

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

Den Of Iniquity Card 1:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Den Of Iniquity 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.
Den Of Iniquity Card 3:
Wayfinder
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Den Of Iniquity Card 4:
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.
Den Of Iniquity Card 5:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Den Of Iniquity Card 6:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Den Of Iniquity Card 7:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Location #3: 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: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arcane Tome has been removed
Caves 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.
Caves Card 2:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 3:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

Location #5: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Madness Mist Trap
Laboratory Card 1:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Laboratory Card 2:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Dungeons Card 1:
Headband of Mental Superiority
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Dungeons 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.
Dungeons Card 3:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.


OFFTURN: Rivani, Phrenic Master attempts to recover all cards in she/her Recovery pile.
Create Mindscape: Arcane 9: 1d12 + 6 + 3 ⇒ (3) + 6 + 3 = 12 -> Create Mindscape recharged.

Turn 25, now is the hour of Lady Luck.
While this is the hour:
When you play a blessing, you may give a card to any character.

Move to Laboratory.

During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.

Laboratory Card 1: Henchman Proxy A5
Laboratory Card 2: Ambrosia

Rivani DOES NOT opt to shuffle.

At Laboratory. Encounter Card 1: Henchman Proxy A5 - Screaming Locks, play Blessing of Abadar to add 2 dice.

Screaming Locks CtD Arcane 13: 3d12 + 6 ⇒ (1, 12, 1) + 6 = 20 Success! Attempt to close Laboratory, recharge a card (Thought Shield) to use Rivani's Knowledge of Craft.

Laboratory CtD Craft Knowledge 10: 1d12 + 6 + 3 ⇒ (7) + 6 + 3 = 16 Success! Or not, if I fail to be the Clockwork Guardian.

Clockwork Guardian CtD Knowledge 12: 1d12 + 6 + 3 ⇒ (5) + 6 + 3 = 14 Success! If defeated, draw a new weapon Keen Orcish Axe.

Laboratory successfully closed: Summon 3 spells (Disintegrate, Clairvoyance, Giant Form) and encounter 1 of them (Disintegrate); banish the others (Clairvoyance, Giant Form). Discard a spell (Ghost Whip) to add 1d4.

Disintegrate CtA Arcane 14: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (2) = 18 Success! Laboratory is banished, move to Dungeons.

The hour is grows late, but Rivani knows where she can make quick work. Heading to the Lab, she quickly disenchants the dancing beakers and begins to secure the facility, summoning the inevitable Clockwork Guardian.

Lying in wait, she easily ambushes it, knowing just where it's OFF switch is, and confiscates its rather impressive axe in the bargain. On her way out the door, she sees several tempting spellbooks, and chooses the hardest but most rewarding, she focuses her mental energy and commits the powerful spell to memory before departing for the Dungeons (and more Clockwork Guardians).

Rivani, Phrenic Master wrote:

Hand: Andachi, Disintegrate, Keen Orcish Axe, Blackjack's Rapier, Ring of Psychic Mastery, Persona Mask,

Displayed:
Deck: 12 Discard: 7 Buried: 4
Hero Points: 2
NOTES:
Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-5A HAS been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shining Wayfinder, Sign of the Daughter, Volcanic Storm, Blessing of Milani, Wand of Flame, Hellknight of the Nail, Vampire Bat, Ice and Fire, Mindblade, Pyrotechnic Blast
Recharged: Create Mindscape, Thought Shield,
Discard Pile: Mind's Eye Blade, Dreamstalker, Blessing of the Master of Masters, Quickened Ray, Wand of Flying, Blessing of Abadar, Ghost Whip,
Buried Pile: Charm Person, Blessing of Sivanah, Fiery Glare, Burst of Adrenaline,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2 (6)
Knowledge: Intelligence +2 (6)
Acrobatics: Knowledge
Craft: Knowledge
Disable: Knowledge
Perception: Knowledge
Ranged: Knowledge
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: SPELL
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
none
POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

UPKEEP:
Laboratory Card 1 BANISHED.
Laboratory CLOSED.
Keen Orcish Axe ACQUIRED.
Disintegrate ACQUIRED.
Rivani moves to DUNGEONS.


Previously, Arabundi heals and removes his scourge.
Cards healed: 1d4 + 1 ⇒ (4) + 1 = 5 Sweet. Thanks, MM!
First card healed: 1d9 ⇒ 6 Blessing of Milani
Second card healed: 1d8 ⇒ 7 Tooled Crocodile Skin
Third card healed: 1d7 ⇒ 3 The Avalanche
Fourth card healed: 1d6 ⇒ 1 Swiftshooter
Fifth card healed: 1d5 ⇒ 1 Blessing of Erastil

Turn 26: Arabundi/Asmodeus's Tyranny

Move to Dungeons

Explore Dungeons Card #1: Headband of Mental Superiority. Fail to acquire - Banished

Discard The Real Rabbit Prince to examine Dungeons Card #2: Henchman Proxy A1 (Screaming Locks)
Before acting, discard Divine Blaze for Mental damage.
Dexterity 13 to defeat Screaming Locks, Blessed for The Reak Rabbit Prince power: 1d8 + 4 + 1d8 ⇒ (8) + 4 + (3) = 15 Success; defeated and banished

Summon and defeat the Danger to close location: Clockwork Guardian
Combat 25 to defeat Clockwork Guardian, revealing Humanbane Crossbow + 2 to use Ranged plus d10 plus 2 and Blessing for The Real Rabbit Prince power: 1d8 + 4 + 3 + 1d10 + 2 + 1d8 ⇒ (8) + 4 + 3 + (4) + 2 + (4) = 25 Wow! Success; defeated and banished
Draw Weapon for success: Venomous Dagger

Summon another Clockwork Guardian to really close location this time.
Display Lyrune-quah Moon Maiden, which I should have done last Combat
Combat 25 to defeat another Clockwork Guardian, revealing Humanbane Crossbow + 2 to use Ranged plus d10 plus 2, Blessing for The Real Rabbit Prince power, and adding d6 for Lyrune-quah Moon Maiden power: 1d8 + 4 + 3 + 1d10 + 2 + 1d8 + 1d6 ⇒ (1) + 4 + 3 + (8) + 2 + (5) + (2) = 25 Holy cow. I'll take it. Success; defeated and banished
Draw Weapon for success: Sawtooth Saber

Dungeons closed.

Move to Caves at close.

Terrible RP because in a hurry:Arabundi just keeps shooting the clockwork thingies as fast as they pop up. He throws their weapons in hi sack each time they shatterr...

Reset hand and end turn discarding Sawtooth Saber as free discard.

Arabundi wrote:

Hand: Divine Blaze, Humanbane Crossbow +2, Lyrune-quah Moon Maiden (acquired), Deathbane Light Crossbow (loot for Dagger), Venomous Dagger (acquired), Emerald of Dexterity, Masterwork Tools,

Displayed:
Deck: 11 Discard: 7 Buried: 0
"Current Location: Caves
Hero Points Available/Used: 1 / 13"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-5A: The Chambers of Truth?: Y"

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2

Role Card: Mage Hunter
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
[]Light Armor, [iWeapons[/i]
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2).
Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.

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