[PACS] Year of Rotting Ruin - Echoes of Death (Inactive)

Game Master Rhynn Davrie

Loot Available:

Ukwar Axe
Spoiler:

Weapon 6
Traits: Axe Loot Magic Melee Slashing
To Acquire: Strength Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it. Discard to explore. This exploration, on all checks against Undead banes, add 1d8.

Ashbringer
Spoiler:

Weapon 6
Traits: 2-Handed Loot Magic Melee Scythe Slashing
To Acquire: Strength Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

Steal Soul
Spoiler:

Spell 5
Traits: Arcane Magic Divine
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 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.

Sadomasochism
Spoiler:

Spell 6
Traits: Arcane Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 16
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.

Angelic Armor
Spoiler:

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.

Hellknight Plate
Spoiler:

Armor
Traits: Heavy Armor Magic
To Acquire: Constitution Diplomacy Fortitude 13
Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * 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. * On your combat or Diplomacy check, you may discard to add 1d10.

Kazavon's Shield
Spoiler:

Armor 6
Traits: Loot Magic Offhand Shield
To Acquire: Constitution Divine Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter.

Antiplague
Spoiler:

Item
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 5
Display next to a local character. While displayed: * On this character's checks against Disease or Poison cards, add 1d8. * You may banish to remove the scourge Plagued or Poisoned from this character. * At the end of the scenario, banish. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card.

Plague Mask
Spoiler:

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

Plaguebringer's Mask
Spoiler:

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

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.

Ring of Splendid Security
Spoiler:

Item 7
Traits: Accessory Loot
To Acquire: Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5. On your check against a bane, freely reload to add 7.

Zellara
Spoiler:

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.

Darb Tuttle
Spoiler:

Ally 6
Traits: Aristocrat Human
To Acquire: Charisma Diplomacy 15 OR Divine 13
On a local check to close or to guard, recharge to add 2d12. Discard to explore; if you encounter a barrier or a boon, recharge instead.

Iomedae's Justice
Spoiler:

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

Lady of Valor
Spoiler:

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.

Pharasma's Knowing
Spoiler:

Blessing
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.

Urgathoa's Gluttony
Spoiler:

Blessing
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.

Achaekek's Claws
Spoiler:

Blessing
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.

Reward Powers:

After you use the Base's power to recharge cards, you may move or shuffle your deck. (6-4A)

When you close a location and move to the Base, you may immediately explore it once.


401 to 450 of 1,003 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Turn 2, now is the hour of The Healing Lightt.
While this is the hour:
Characters cannot suffer scourges. .

At the start of the first turn, each character summons and encounters the danger.

Before acting, discard a random ally; the difficulty is increased by its level.[/occ]

Fumbus so agog that Traitors now in Campsite that he drop new friend Deathtrap in a Jar, which shatters. No Fumbus MAD! Fumbus Bolt them with Fire and Fumbus Special turn Elixir of Healing to 1d4 Acid!

Traitor CtD Combat 15: 1d8 + 3 + 3d6 + 1d4 ⇒ (2) + 3 + (4, 2, 3) + (1) = 15 [ooc]Narrow, but success!

Fumbus clobber Traitor Man with fire, and as Traitor Man fall, magic lamp break against ground, freeing Card 2: Djinn. Fumbus chug Elixir of Focus to help make friend of big blue.

Djinn CtA Cha 12: 1d6 + 1d8 + 5 + 1d4 ⇒ (1) + (6) + 5 + (3) = 15 Again, barely success!

Big Blue like Fumbus and offer to help his way ahead. Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

We know it's a boon, so encounter, then explore.

Blue finds Fumbus a Card 4: Venomous Hand Crossbow if he can handle it, then poof into blue smoke buried, per scenario. Fumbus call upon power of The Carnival

Venomous Hand Crossbow CtA Cha 12: 2d10 + 1 ⇒ (6, 10) + 1 = 17 Success!

Fumbus heft new weapon as he round corner and find Card 3: Riding Allosaurus! Crossbow (and Fumbus) spook dino, and it lopes off before Fumbus can try to ride it (auto-fail).

Fumbus, Fumbler is healed for 1: (Deathtrap in a Jar). Deck shuffled.

Fumbus able to scrape enough of Deathtrap together to scoop into new jar.

Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Fire Bolt: Arcane 10: 1d8 + 3 ⇒ (7) + 3 = 10 -> Fire Bolt recharged.
Elixir of Focus: Craft 10: 1d8 + 5 + 1d8 ⇒ (7) + 5 + (4) = 16 -> Elixir of Focus recharged.

Fumbus, Fumbler wrote:

Hand: Djinn, Fire Lance, Tangleburn Bag, Potion of Focus, Light Crossbow (Core), Twitch Tonic,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Potion of Focus: 1d8+5 to local n/c check
Crossbow: 1d8 to distant Combat

Movement: Move Fumbus with the party if location closes.
Die reroll for 6-3C used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Energy Resistance, Blessing of the Elements, Steel Ibis Lamellar, Antiplague, Elixir of Healing, Burglar's Bracers, The Publican, Corrosion, Deathtrap in a Jar, Acid Flask (Core)
Recharged: Fire Bolt, Elixir of Focus,
Discard Pile: The Carnival,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
☐ On your check that invokes Acid, Fire, or Poison, add 1d6. (☐ if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
☐ Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

UPKEEP:
Campsite Card 2 ACQUIRED.
Campsite Card 3 BANISHED.
Campsite Card 4 ACQUIRED.


Deckhandler

Start of first turn: summon and encounter the Danger (Traitor
Discard random ally: 1d2 ⇒ 1 Troubadour. Difficulty of Traitor is increased by 0.
Bury Charm Monster

Charm Monster:

When a character attempts a combat check against a monster, bury this card to draw a non-Basic monster from the box. The difficulty to defeat the encountered monster is reduced by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.

Draw Troll. Difficulty to defeat Traitor reduced by 2+3
Combat 10 to defeat Traitor, burying Blessing of Lamashtu to add two dice: 1d4 + 2d4 ⇒ (1) + (4, 4) = 9 Failure; discard Amulet of Life for damage. Banish Troll Well, that was expensive. Zetha's awesome, unless the combat happens before she gets any Monsters in hand...
Shuffle a new Monster into Ruin because a Monster was undefeated.

One of the humans manages to catch Zetha in the thigh with her dirk as Zetha tries to move around her. The summoner frowns from the pain. The traitor rushes off into the ruined chambers, Zetha in hot pursuit.

Turn 3: Zetha/The All-seeing Eye
Draw Giant Anaconda and Spectre for character power.
Explore Ruin Card #1
Ruin Card 1, 11 being new Monster: 1d11 ⇒ 4 Tangle of Debris
Dexterity 5 to defeat Tangle of Debris: 1d10 + 3 ⇒ (4) + 3 = 7 Defeated; banished.

She nimbly hops over a pile of debris in her chase.

Reset hand and end turn.

Zetha wrote:

Hand: Haste, Riftwarden, Giant Anaconda (summoned), Spectre (summoned), Blessing of the Master of Masters, Augury,

Displayed: Ahtez,
Deck: 10 Discard: 2 Buried: 2
"Current Location: Ruin
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Bot me as needed.
Other: Dice Re-Roll Used for 6-3C?: N"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier).

At the beginning of Turn #4, send Augury to recovery, calling Monster
Ruin Card 1: 1d10 ⇒ 7 Rolth Lamm
Ruin Card 2: 1d9 ⇒ 4 Locked Door
Ruin Card 3: 1d8 ⇒ 2 Ambush
Leave Rolth Lamm on top and shuffle rest of deck.
Recovery roll for Augury, which is Arcane 8: 1d10 + 2 ⇒ (7) + 2 = 9 Recharged


Ranger #6

Turn 4: Harsk
The hour is The Winged Serpent
When this is the hour: Your Ranged check is blessed.

As soon as harsk notices the suspicious behaviour of the drwarf he loosens the crossbow from his saddle. So when the Prisoners start attacking the others he is prepared and takes out the dwarf before he can even make a step.

The the rangers hears Zetha shout out in pain and quickly runs over to help him out.

Zetha is under heavy attack by the human wizard and a summoned wight. Knowing the summoner can easily deal with the undead ghost Harsk concentrates his fire on the wizard. But The traitor has a magic shield up and even so Harsk destroys that easily, he can escape to another location.

Having secured the ruins for the party he the retruns to the campsite.

Start of turn: Encounter traitor
No Ally to discard
Reveal Deathbane Light Crossbow

combat 15: 2d6 + 4 + 1d6 + 1 + 1d8 ⇒ (5, 4) + 4 + (3) + 1 + (6) = 23 -->Defeated

Move to Ruins
Encounter Rolth Lamm
Zetha summons and Encounters and Evades the wight
Reveal Heavy Crossbow
Recharge Plaguebearers Mask
Discard Norgorbers shadow

combat 15 (19): 3d6 + 4 + 1d10 + 1d8 + 1d8 ⇒ (5, 3, 5) + 4 + (1) + (2) + (4) = 24 -->Defeated

Close ruins automatically
random location: 1d5 ⇒ 5
cards move to Rooftops
Will-o'-wisp
Tangle of Debris or Ambush or locked door
Twisted Space or Magic Mithral Chain Mail
Move to campsite.
Examine top card The Tall Knife (Weapon 3)
Heal Norgorbers shadow
Display armour
Reset hand.

Harsk of Kuslik wrote:

Hand: Norgorber's Shadow, Deathbane Light Crossbow +1, Heavy Crossbow, Gentleman Explorer, Boots of Friendly Terrain,

Displayed: Magic Chain Shirt,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1 // Harsk of Kuslik 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.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Sergeant-at-arms, Our Lord in Iron, The Vision, Returning Throwing Axe, Seeking Longbow, Eries Yelloweyes, Plaguebringer's Mask (Loot), Balmberry, Magic Hide Armor, Guide
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([ ] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([x] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Upkeep
Villain defeated
Ruins closed
Cards go to Rooftops (details see above)


Ok, put random monster as well as Will-o'the-Wisp, Ambush, and Twisted Space into Rooftops, Rolth Lamm and blessings shuffled up and split out 1 to each location. Here's what we ended up at.

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

During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3C: Inferno of Lies

Harrow: The Winged Serpent - Suit: Stars
Harrow of Shields - When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of the first turn, each character summons and encounters the danger.

When you would discard an ally for its power, bury it instead.

Replace Rolth Lamm's last power with "If defeated by less than 4, no locations are guarded.

Additional Rules: Villain: Rolth Lamm

Henchman (Closing)
Jolistina Susperio
Proxy A - The Danger

Danger:

Traitor:

Monster
Traits:
Human
Spy
Veteran

To Defeat:
Combat 9+##

Before acting, discard a random ally; the difficulty is increased by its level.

Scenario Level (#): 3

Turn: 5, Estra/rhynndavrie

Random Cards:

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

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

Spoiler:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.

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

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

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

Spoiler:
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

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

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

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

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

Spoiler:
Keen Rapier
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

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

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


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

Spoiler:
Magical Mansion
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 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.


Spoiler:
Elemental Treaty
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.

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


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

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

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

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

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

Items
Spoiler:
Circlet of Mental Acuity
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

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

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

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

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


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

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

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

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

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

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

Spoiler:
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:
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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.

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

Spoiler:
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.

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

Current Hour:

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

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Fumbus/sirrogue:
Spoiler:
Hourglass Card 1 Fumbus/sirrogue
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 2 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 2 Zetha/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 3 Harsk/Kulko:
Spoiler:
Hourglass Card 3 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 4 Estra/rhynndavrie
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 5 Fumbus/sirrogue:
Spoiler:
Hourglass Card 5 Fumbus/sirrogue
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 6 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 6 Zetha/Chthonicthul
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 7 Harsk/Kulko:
Spoiler:
Hourglass Card 7 Harsk/Kulko
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 8 Estra/rhynndavrie:
Spoiler:
Hourglass Card 8 Estra/rhynndavrie
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 9 Fumbus/sirrogue:
Spoiler:
Hourglass Card 9 Fumbus/sirrogue
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 10 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 10 Zetha/Chthonicthul
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 11 Harsk/Kulko:
Spoiler:
Hourglass Card 11 Harsk/Kulko
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 12 Estra/rhynndavrie:
Spoiler:
Hourglass Card 12 Estra/rhynndavrie
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 13 Fumbus/sirrogue:
Spoiler:
Hourglass Card 13 Fumbus/sirrogue
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 14 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 14 Zetha/Chthonicthul
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 15 Harsk/Kulko:
Spoiler:
Hourglass Card 15 Harsk/Kulko
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 16 Estra/rhynndavrie:
Spoiler:
Hourglass Card 16 Estra/rhynndavrie
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 17 Fumbus/sirrogue:
Spoiler:
Hourglass Card 17 Fumbus/sirrogue
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 18 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 18 Zetha/Chthonicthul
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 19 Harsk/Kulko:
Spoiler:
Hourglass Card 19 Harsk/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 20 Estra/rhynndavrie:
Spoiler:
Hourglass Card 20 Estra/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 21 Fumbus/sirrogue:
Spoiler:
Hourglass Card 21 Fumbus/sirrogue
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hourglass Card 22 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 22 Zetha/Chthonicthul
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.
Hourglass Card 23 Harsk/Kulko:
Spoiler:
Hourglass Card 23 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 24 Estra/rhynndavrie:
Spoiler:
Hourglass Card 24 Estra/rhynndavrie
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 25 Fumbus/sirrogue:
Spoiler:
Hourglass Card 25 Fumbus/sirrogue
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Location #1: Campsite
Wild
At This Location: At the end of your turn, you may heal a card.
When Closing: Choose 3 different types of boons, then recharge a boon of each type.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Zetha/Chthonicthul, Harsk/Kulko, Estra/rhynndavrie, Fumbus/sirrogue, None

Campsite Card 1:
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.
Campsite Card 2:
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.
Campsite Card 3:
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.
Campsite Card 4:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Campsite Card 5:
Sacred Candle
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Campsite Card 6:
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
Campsite Card 7:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

Location #2: 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: None
Dungeons Card 1:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Dungeons Card 2:
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.
Dungeons Card 3:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Dungeons Card 7:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Dungeons Card 8:
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.
Dungeons Card 9:
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.
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:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

Location #3: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Oubliette Card 1:
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.
Oubliette Card 2:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Oubliette Card 3:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Oubliette Card 4:
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.
Oubliette Card 5:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 6:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Oubliette Card 7:
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.
Oubliette Card 8:
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Oubliette Card 9:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Oubliette Card 10:
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.
Oubliette Card 11:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Twisting Passages Card 1:
Ill Tidings
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Twisting Passages Card 2:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 3:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 4:
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.
Twisting Passages Card 5:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Twisting Passages Card 6:
Bogeyman
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Twisting Passages Card 7:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Twisting Passages Card 10:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Twisting Passages Card 11:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

Location #6: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 3 Ba: 4 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
Rooftops Card 1:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Rooftops Card 2:
Quarterstaff of Vaulting
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Rooftops Card 3:
Jolistina Susperio
CotCT
Story Bane 2
Type: Monster
Traits:
Elf
Rogue
To Defeat:
Combat 14
OR Charisma
Diplomacy 10
When you encounter this monster, succeed at a Wisdom, Perception, or Stealth 5 check or this monster is evaded.
Before acting, another local character summons and encounters the story bane Plague Zombie.
Rooftops Card 4:
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Rooftops Card 5:
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.
Rooftops Card 6:
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.
Rooftops Card 7:
Priest of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Rooftops Card 8:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Rooftops 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.
Rooftops Card 10:
Will-o'-wisp
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Rooftops Card 11:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Rooftops Card 12:
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Rooftops Card 13:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Rooftops Card 14:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Rooftops Card 15:
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.

Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None
Base Card 1:
Pathfinder Chronicler
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
Base Card 2:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 3:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 4:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 5:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 6:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.


Estra's Deckhandler

Estra stretches out her sense attempting to see what is in her near future and immediately spots the oncoming sneak. She waits for his approach and then sends Honaire out to meet him.

Sneak-BYA: Perception 10: 1d10 + 5 ⇒ (5) + 5 = 10 No need to discard.

Properly warned, she's able to avoid the theft of her property and is able to get the drop on the sneak for a change.

Holy Light and reload Honaire for combat.

Sneak-CtD: Combat 15: 1d10 + 5 + 2d6 + 1d6 + 3 ⇒ (3) + 5 + (6, 5) + (1) + 3 = 23 Success, banished, Honaire drawn back to hand.

Honaire's ghostly sword pierces the Sneak which gives Estra enough time to cast and land her spell. The Sneak is easily dispatched between the two of them.

Knowing she's short on resources, Estra decides one fight is enough for this day and lets the rest of her team lead the way.

Estra, Spiritual Counselor ends her turn.
Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Holy Light: Divine 10: 1d10 + 5 ⇒ (9) + 5 = 14 -> Holy Light recharged.
Estra, Spiritual Counselor resets her hand.

Estra, Spiritual Counselor wrote:

Hand: Flaming Mace, Cure, Honaire, Ausio Carowyn, The Marriage,

Displayed: Quilted Cloth Armor,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
Box Reroll Used: N
NOTES:
Available Support: The Marriage: Bless, add another local character's skill die
Cure: heal local for 1d4+1
Ausio: bury to add 2d12 to local CtA.
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Idorii, Gem of Mental Acuity, Urgathoa's Gluttony, Death Grip, Burst of Adrenaline, Magistrate, Zellara's Harrow Deck, Divine Insight, Pharasma's Knowing, Ghost Whip
Recharged: Holy Light,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3

Favored Card: Honaire
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(□ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
□ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.


Update: Defeated card 1 at campsite.


Turn 6, now is the hour of Iomedae's Justice.
While this is the hour:
On your check against an Outsider card, add 1d4. .

Fumbus huddled at Campsite when another Card 2: Proxy A4: Traitor! tries to backstab!
Venomous Crossbow, recharge other crossbow for Venomous power 1d12, recharge tangleburn bag for character power 1d4.

Traitor CtD Combat 15: 1d10 + 1 + 1d6 + 1 + 1d12 + 1d4 ⇒ (2) + 1 + (6) + 1 + (11) + (3) = 24 Success!

Fumbus rifle through bag trying to find supplies to break camp, but can't find enough. Only two different card types in hand. Unless someone can make me draw a card, I can't close. I'll put the rest of my turn under spoiler text assuming I don't close, but if by some chance someone can make me draw a card, I'm happy to deleted anything after this.

Rest of my turn, assuming I don't close:

Fumbus can't break camp along, so quaffs Twitch Tonic to search site for more supplies, and finds [ooc]Card 3: The Tall Knife in some tall grass. Chug Potion of Focus to concentrate on muscles!

The Tall Knife CtA Str 12: 1d6 + 1d8 + 5 ⇒ (1) + (6) + 5 = 12 Success!

Fumbus pull sword from stone like king. Or sword from near stones like squire. Same diff. Since camp still up, good place to rest.

Fumbus, Fumbler has all cards in their discard pile healed: (The Carnival). Deck shuffled.

Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Twitch Tonic: Craft 12: 1d8 + 5 ⇒ (6) + 5 = 11 -> Twitch Tonic discarded.
Potion of Focus: Craft 10: 1d8 + 5 ⇒ (1) + 5 = 6 -> Potion of Focus discarded.

Fumbus, Fumbler wrote:

Hand: Venomous Hand Crossbow, Fire Lance, The Tall Knife, Burglar's Bracers, Blessing of the Elements, Elixir of Energy Resistance,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
BotElements: 1 die recharges if element invoked
Elixir of Energy Resistance: can display to prevent 1 damage

Movement: Move Fumbus with the party if location closes.
Die reroll for 6-3C used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

[spoiler=Deck, Discard, Buried]

Reloaded:
Middle of Deck (Unknown Order): Antiplague, Deathtrap in a Jar, Elixir of Focus, Steel Ibis Lamellar, Light Crossbow (Core), Tangleburn Bag, Fire Bolt, The Carnival, Acid Flask (Core), The Publican, Corrosion, Elixir of Healing
Recharged:
Discard Pile: Twitch Tonic, Potion of Focus,
Buried Pile: Djinn,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
☐ On your check that invokes Acid, Fire, or Poison, add 1d6. (☐ if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
☐ Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

Upkeep:
UPKEEP:
Campsite Card 2 BANISHED.
Campsite Card 3 ACQUIRED.


Deckhandler

Turn 7: Zetha/Sands of the Hour
Draw Diseased Rats and Garden Guardian for character power.

Explore Campsite Card #1: Ogre
Discard Garden Guardian for Combat damage for BYA.
Combat 18 to defeat Ogre, using Stealth and discarding Blessing of the Master of Masters to Bless because dang, 18: 1d10 + 3 + 3 + 3 + 1d10 ⇒ (9) + 3 + 3 + 3 + (1) = 19 Defeated; banished.

Discard Haste to explore Campsite Card #2: Sacred Candle. Will fail automatically.

Discard Riftwarden to explore Campsite Card #3: Rolth Lamm
[ooc]BYA someone local encounters Wight; she'll do it, and banish Diseased Rats to evade.

Combat 15 to defeat Rolth Lamm, using Stealth and not worrying about the shuffle into other location effect because that was going to happen anyway since no one can guard: 1d10 + 3 + 3 + 3 ⇒ (9) + 3 + 3 + 3 = 18 Defeated, so location closed, and shuffled in somewhere else.
Move to Rooftops

Zetha shakes off her previous melee and wades back into the fight. She spots the wizard, who clearly is calling the shots, and directs Ahtez to take him out. Unfortunately, the wizard (being a wizard) sees her coming and hustles down a side passage.

Reset hand and end turn.
Arcane 8 to recharge Haste: 10 + 2 = 12 Recharged

Zetha wrote:

Hand: Potion of Healing, Eloquence, Giant Anaconda (summoned), Spectre (summoned), Stone Skin, Black Spot,

Displayed: Ahtez,
Deck: 8 Discard: 5 Buried: 2
"Current Location: Rooftops
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Spells as needed; Bot me as needed.
Other: Dice Re-Roll Used for 6-3C?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier).


Boggard moves to: 1d4 ⇒ 1 Dungeon

I've moved all the characters with Zetha, but if you'd rather be elsewhere, you definitely had that option.

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

During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3C: Inferno of Lies

Harrow: The Winged Serpent - Suit: Stars
Harrow of Shields - When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of the first turn, each character summons and encounters the danger.

When you would discard an ally for its power, bury it instead.

Replace Rolth Lamm's last power with "If defeated by less than 4, no locations are guarded.

Additional Rules: Villain: Rolth Lamm

Henchman (Closing)
Jolistina Susperio
Proxy A - The Danger

Danger:

Traitor:

Monster
Traits:
Human
Spy
Veteran

To Defeat:
Combat 9+##

Before acting, discard a random ally; the difficulty is increased by its level.

Scenario Level (#): 3

Turn: 8, Harsk/Kulko

Random Cards:

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

Spoiler:
Yeth Hound
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

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

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

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

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:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.

Spoiler:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

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

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

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

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

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

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

Spoiler:
Bloodscent
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.

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


Spoiler:
Aspect of the Monkey
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

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

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


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

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


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

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

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

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

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

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

Spoiler:
Zellara's Harrow Deck
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


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

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

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

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

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

Blessings
Spoiler:
The 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.

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.

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:
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 Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.

Hour Power: No effect.

Current Hour:

Prayer:
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.

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/rhynndavrie:
Spoiler:
Hourglass Card 1 Estra/rhynndavrie
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 2 Fumbus/sirrogue:
Spoiler:
Hourglass Card 2 Fumbus/sirrogue
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 3 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 3 Zetha/Chthonicthul
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 4 Harsk/Kulko:
Spoiler:
Hourglass Card 4 Harsk/Kulko
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 5 Estra/rhynndavrie:
Spoiler:
Hourglass Card 5 Estra/rhynndavrie
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 6 Fumbus/sirrogue:
Spoiler:
Hourglass Card 6 Fumbus/sirrogue
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 7 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 7 Zetha/Chthonicthul
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 8 Harsk/Kulko:
Spoiler:
Hourglass Card 8 Harsk/Kulko
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 9 Estra/rhynndavrie:
Spoiler:
Hourglass Card 9 Estra/rhynndavrie
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 10 Fumbus/sirrogue:
Spoiler:
Hourglass Card 10 Fumbus/sirrogue
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 11 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 11 Zetha/Chthonicthul
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 12 Harsk/Kulko:
Spoiler:
Hourglass Card 12 Harsk/Kulko
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 13 Estra/rhynndavrie:
Spoiler:
Hourglass Card 13 Estra/rhynndavrie
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 14 Fumbus/sirrogue:
Spoiler:
Hourglass Card 14 Fumbus/sirrogue
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 15 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 15 Zetha/Chthonicthul
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 16 Harsk/Kulko:
Spoiler:
Hourglass Card 16 Harsk/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 17 Estra/rhynndavrie:
Spoiler:
Hourglass Card 17 Estra/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 18 Fumbus/sirrogue:
Spoiler:
Hourglass Card 18 Fumbus/sirrogue
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hourglass Card 19 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 19 Zetha/Chthonicthul
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.
Hourglass Card 20 Harsk/Kulko:
Spoiler:
Hourglass Card 20 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 21 Estra/rhynndavrie:
Spoiler:
Hourglass Card 21 Estra/rhynndavrie
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 22 Fumbus/sirrogue:
Spoiler:
Hourglass Card 22 Fumbus/sirrogue
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Location #2: 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: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: None

Dungeons Card 1:
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.
Dungeons Card 2:
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.
Dungeons Card 3:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
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 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Dungeons Card 8:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Dungeons Card 9:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Dungeons Card 10:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Dungeons Card 11:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Dungeons Card 12:
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.
Dungeons Card 13:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

Location #3: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: None
Oubliette Card 1:
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
Oubliette Card 2:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Oubliette Card 3:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Oubliette Card 4:
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.
Oubliette Card 5:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 6:
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Oubliette Card 7:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Oubliette Card 8:
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.
Oubliette Card 9:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Oubliette Card 10:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Oubliette Card 11:
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.
Oubliette Card 12:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: None
Twisting Passages Card 1:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 2:
Bogeyman
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Twisting Passages Card 3:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Twisting Passages Card 4:
Ill Tidings
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Twisting Passages Card 8:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 9:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 12:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

Location #6: Rooftops
Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 3 Ba: 4 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 3
Located/Displayed Here: Zetha/Chthonicthul, Harsk/Kulko, Estra/rhynndavrie, Fumbus/sirrogue, None
Rooftops Card 1:
Banner of the Ancient Kings
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Rooftops Card 2:
Jolistina Susperio
CotCT
Story Bane 2
Type: Monster
Traits:
Elf
Rogue
To Defeat:
Combat 14
OR Charisma
Diplomacy 10
When you encounter this monster, succeed at a Wisdom, Perception, or Stealth 5 check or this monster is evaded.
Before acting, another local character summons and encounters the story bane Plague Zombie.
Rooftops Card 3:
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.
Rooftops Card 4:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Rooftops Card 5:
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Rooftops Card 6:
Priest of Pharasma
CotCT
Ally 1
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Rooftops Card 7:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Rooftops Card 8:
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Rooftops Card 9:
Quarterstaff of Vaulting
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Rooftops Card 10:
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.
Rooftops Card 11:
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.
Rooftops Card 12:
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.
Rooftops Card 13:
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.
Rooftops Card 14:
Will-o'-wisp
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Rooftops Card 15:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Rooftops Card 16:
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.

Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None
Base Card 1:
Pathfinder Chronicler
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
Base Card 2:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 3:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 4:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 5:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 6:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.


Ranger #6

Turn 8: Harsk
The Hour is Prayer
When this is the Hour: No effect

Start of turn examine top card Find Banner of ancient kings.
Move to base.
Explore
Take and display Pathfinder Chronicler
Heal Scourge
End turn

Harsk of Kuslik wrote:

Hand: Norgorber's Shadow, Deathbane Light Crossbow +1, Heavy Crossbow, Gentleman Explorer, Boots of Friendly Terrain,

Displayed: Magic Chain Shirt,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Pathfinder Chronicler: On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
recharge Norgorbers shadow to bless a stealth check.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Eries Yelloweyes, Balmberry, Sergeant-at-arms, Seeking Longbow, Our Lord in Iron, Returning Throwing Axe, Plaguebringer's Mask (Loot), Magic Hide Armor, Guide, Prayer, The Vision
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([ ] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([x] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Upkeep
Rooftops #1 examined
Base #1 Aquired


Estra's Deckhandler

Turn 9, The Lost
Hour Power: When you would recharge a Magic boon, discard it instead.

Estra's normal vision of the future just confirms what Harsk relayed, it seems a good idea to try and scoop up this banner for the cleansing effect Estra identifies it possess.

Zetha's Eloquence and Harsk's Pathfinder Chronicler for assistance.

Banner of the Ancient Kings-CtA: Charisma 10: 1d10 + 3 + 1d4 + 3 ⇒ (2) + 3 + (4) + 3 = 12 Success, display that!

Estra is surprised to discover the Banner has some amount of sentience and after a brief discussion, aided by her companions, she is able to win it over to their side. It takes just a moment to rig it up to display above her pack.

Discard The Marriage to explore.

Jolistina Susperio-BYA: Perception 5: 1d10 + 5 ⇒ (2) + 5 = 7 Yay for static modifiers, success. I'm assuming we'd like Zetha to encounter the Plague Zombie so she can evade it.

Estra is about to continue on, when her enhanced senses detect the skulking of a rogue, she quickly sends Honaire out and finds Jolistina hidden behind a nearby pillar.

Brandishing her Mace she steps forward to confront her. Mace for combat, reload Honaire for his aid, banner adds 1.

Jolistina Susperio-CtD: Combat 14: 1d4 + 1d8 + 1d4 + 1d6 + 3 + 1 ⇒ (2) + (7) + (1) + (5) + 3 + 1 = 19 Success, draw Honaire back to hand.

Clearly Jolistina was not expecting to be spotted and clubbed so easily as she's unable to mount any sort of defense in time to prevent the solid rap from Estra.

Summon barrier - freaking Nobles again...Fumbus alchemical assistance and blessing.

Apparently Jolistina had some backup of her own in the form of several annoying Nobles. Estra tries to talk them down and explain that the woman was clearly skulking around and up to no good.

Haughty Nobles-CtD: Charisma 13: 2d10 + 3 + 1d4 ⇒ (2, 10) + 3 + (2) = 17 Success! Summon Spell - Locate Object!

As she's talking to them, trying to explain the situation, Fumbus starts cackling and pitching out some of his alchemical assistance...it quickly drives them off. In their haste to leave, one drops a scroll.

Locate Object-CtA: Divine 6: 1d10 + 5 ⇒ (1) + 5 = 6 Success!

Estra picks it up and motions to her companions that it's time to exit the Rooftops. She heads out for Twisting Passages.

Rooftops closed.

Cards go to: 1d3 ⇒ 2 Dandasuka, Stinging Wasps, and Grandmother Nightmare are added to Oubliette

Estra, Spiritual Counselor wrote:

Hand: Flaming Mace, Cure, Locate Object, Honaire, Ausio Carowyn,

Displayed: Banner of the Ancient Kings,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 1
Box Reroll Used: N
NOTES:
Available Support: Banner of the Ancient Kings - Add 1 on all combat checks.
Cure: heal local for 1d4+1
Ausio: bury to add 2d12 to local CtA.
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Idorii, Death Grip, Magistrate, Zellara's Harrow Deck, Divine Insight, Gem of Mental Acuity, Burst of Adrenaline, Urgathoa's Gluttony, Pharasma's Knowing, Ghost Whip
Recharged: Holy Light, Quilted Cloth Armor,
Discard Pile: The Marriage,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3

Favored Card: Honaire
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(□ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
□ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.



During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3C: Inferno of Lies

Harrow: The Winged Serpent - Suit: Stars
Harrow of Shields - When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of the first turn, each character summons and encounters the danger.

When you would discard an ally for its power, bury it instead.

Replace Rolth Lamm's last power with "If defeated by less than 4, no locations are guarded.

Additional Rules: Villain: Rolth Lamm

Henchman (Closing)
Jolistina Susperio
Proxy A - The Danger

Danger:

Traitor:

Monster
Traits:
Human
Spy
Veteran

To Defeat:
Combat 9+##

Before acting, discard a random ally; the difficulty is increased by its level.

Scenario Level (#): 3

Turn: 10, Fumbus/sirrogue

Random Cards:

Monsters
Spoiler:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

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

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

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

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

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

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

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

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

Spoiler:
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:
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+#.

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

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

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

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

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

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

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

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

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

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

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

Items
Spoiler:
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:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.


Spoiler:
Mist Horn
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

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

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

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

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

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

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

Spoiler:
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.

Blessings
Spoiler:
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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.

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

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

Spoiler:
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 Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

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

Current Hour:

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

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 1 Zetha/Chthonicthul
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 Harsk/Kulko:
Spoiler:
Hourglass Card 2 Harsk/Kulko
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 3 Estra/rhynndavrie:
Spoiler:
Hourglass Card 3 Estra/rhynndavrie
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 4 Fumbus/sirrogue:
Spoiler:
Hourglass Card 4 Fumbus/sirrogue
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 5 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 5 Zetha/Chthonicthul
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 6 Harsk/Kulko:
Spoiler:
Hourglass Card 6 Harsk/Kulko
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 7 Estra/rhynndavrie:
Spoiler:
Hourglass Card 7 Estra/rhynndavrie
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 8 Fumbus/sirrogue:
Spoiler:
Hourglass Card 8 Fumbus/sirrogue
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 9 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 9 Zetha/Chthonicthul
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 10 Harsk/Kulko:
Spoiler:
Hourglass Card 10 Harsk/Kulko
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 11 Estra/rhynndavrie:
Spoiler:
Hourglass Card 11 Estra/rhynndavrie
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 12 Fumbus/sirrogue:
Spoiler:
Hourglass Card 12 Fumbus/sirrogue
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 13 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 13 Zetha/Chthonicthul
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 Harsk/Kulko:
Spoiler:
Hourglass Card 14 Harsk/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 15 Estra/rhynndavrie:
Spoiler:
Hourglass Card 15 Estra/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 16 Fumbus/sirrogue:
Spoiler:
Hourglass Card 16 Fumbus/sirrogue
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hourglass Card 17 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 17 Zetha/Chthonicthul
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.
Hourglass Card 18 Harsk/Kulko:
Spoiler:
Hourglass Card 18 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 19 Estra/rhynndavrie:
Spoiler:
Hourglass Card 19 Estra/rhynndavrie
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 20 Fumbus/sirrogue:
Spoiler:
Hourglass Card 20 Fumbus/sirrogue
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Location #2: 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: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: None

Dungeons Card 1:
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.
Dungeons Card 2:
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.
Dungeons Card 3:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
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 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Dungeons Card 8:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Dungeons Card 9:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Dungeons Card 10:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Dungeons Card 11:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Dungeons Card 12:
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.
Dungeons Card 13:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

Location #3: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 4 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None
Oubliette Card 1:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Oubliette 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.
Oubliette Card 3:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 4:
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.
Oubliette Card 5:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Oubliette Card 6:
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Oubliette Card 7:
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.
Oubliette Card 8:
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.
Oubliette Card 9:
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.
Oubliette Card 10:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Oubliette Card 11:
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.
Oubliette Card 12:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Oubliette Card 13:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Oubliette Card 14:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Oubliette Card 15:
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Zetha/Chthonicthul, Estra/rhynndavrie, Fumbus/sirrogue, None
Twisting Passages Card 1:
Shrieky Plant
Core
Barrier 1
Traits:
Obstacle
Plant
Trigger
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Twisting Passages Card 2:
Bogeyman
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Twisting Passages Card 3:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Twisting Passages Card 4:
Ill Tidings
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
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.
Twisting Passages Card 7:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Twisting Passages Card 8:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Twisting Passages Card 9:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Twisting Passages Card 10:
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.
Twisting Passages Card 11:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 12:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Harsk/Kulko, None
Base Card 1:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 2:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 3:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 4:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 5:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.


Turn 10, now is the hour of The Courtesan.
While this is the hour:
When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier..

Fumbus follow party around in whirlwind of activity and end up in some Twisting Passages. Fumbus decide this good time to try The Tall Knife 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..

Before Fumbus can even consider what Fumbus is peeking at, a Card 1: Shrieky Plant is triggered by Fumbus scrying, and gasps in to start yelling.

Fumbus not really good at any ways to get by it, but pulls bag down over eyes and tries to hide. Fumbus flick fire gel from lance to make flames in corner as distraction (1d4 power) and Harsk see Fumbus in trouble and ask Norborger to cloak Fumbus in shadow (bless).

Shrieky Plant CtD Stealth 6: 3d4 ⇒ (4, 3, 3) = 10 Success!

Plant decide Fumbus wasn't there after all and no reason to shriek. Peering elsewhere in passages, Fumbus see Card 2: Bogeyman and Card 3: Infantry Devil . Fumbus always been scared of dancing so heads to attack devil. Zetha mark devil with Black Spot to laze target for Fumbus -4 to difficulty.

Infantry Devil CtD Combat 14-4=10: 1d10 + 1 + 1d6 + 1 + 1 ⇒ (4) + 1 + (1) + 1 + 1 = 8 Failure! Box reroll time!

Reroll: 1d10 ⇒ 10 (4) (10) + 1 + (1) + 1 + 1 = 8 14 Success!

Fumbus try once, crossbow jam; smack butt and bolt twangs out, skewering devil. Break time!

Fumbus, Fumbler wrote:

Hand: Venomous Hand Crossbow, Deathtrap in a Jar, Elixir of Healing, Burglar's Bracers, Corrosion, Acid Flask (Core),

Displayed:
Deck: 12 Discard: 2 Buried: 1
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Elixir of Healing: 1d4+1
Corrosion: 1 die vs. barrier, undead, or construct
Acid Flask: 2d4+Acid vs. monster, lock, or trap
Deathtrap: 1d6 to Combat or 1 die to Disable
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-3C used? YES
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Carnival, Antiplague, The Publican, Fire Bolt, Tangleburn Bag, Steel Ibis Lamellar, Light Crossbow (Core), Elixir of Focus
Recharged: Elixir of Energy Resistance, Blessing of the Elements, The Tall Knife, Fire Lance,
Discard Pile: Twitch Tonic, Potion of Focus,
Buried Pile: Djinn,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
☐ On your check that invokes Acid, Fire, or Poison, add 1d6. (☐ if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
☐ Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

UPKEEP:
Twisting Passages Card 1 BANISHED.
Twisting Passages Card 2 KNOWN to be at location.
Twisting Passages Card 3 BANISHED.
Twisting Passages SHUFFLED.
Harsk recharges Norborger's Shadow.


That is how things play out in Fumbus' mind when he considers which monster to fight on his own, but The Tall Knife whispers in his mind, "No, goblin friend. Let me do the fighting for you. Consider it done!"

Well in that case, Fumbus points the blade towards the Bogeyman, because being Frightened sucks. The Tall Knife has no fear and cuts the monster down; meanwhile, the way to Infantry Devil fades from Fumbus' memory.

Reading is fundamental. The Tall Knife auto-defeats the monster, so we'll send it after the one that sucks more. Zetha gets her Black Spot back. Fumbus gets box reroll back. Sorry for the confusion.


UPKEEP REDEUX:
Twisting Passages Card 1 BANISHED.
Twisting Passages Card 2 BANISHED.
Twisting Passages Card 3 KNOWN to be at location.
Twisting Passages SHUFFLED.
Harsk recharges Norborger's Shadow.


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3C: Inferno of Lies

Harrow: The Winged Serpent - Suit: Stars
Harrow of Shields - When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of the first turn, each character summons and encounters the danger.

When you would discard an ally for its power, bury it instead.

Replace Rolth Lamm's last power with "If defeated by less than 4, no locations are guarded.

Additional Rules: Villain: Rolth Lamm

Henchman (Closing)
Jolistina Susperio
Proxy A - The Danger

Danger:

Traitor:

Monster
Traits:
Human
Spy
Veteran

To Defeat:
Combat 9+##

Before acting, discard a random ally; the difficulty is increased by its level.

Scenario Level (#): 3

Turn: 11, Zetha/Chthonicthul

Random Cards:

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

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

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

Spoiler:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

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

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

Spoiler:
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:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.

Spoiler:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

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

Spoiler:
Allying Dart
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.

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

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

Spoiler:
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.

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

Spoiler:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


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

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

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

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

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

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: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/Kulko:
Spoiler:
Hourglass Card 1 Harsk/Kulko
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 2 Estra/rhynndavrie:
Spoiler:
Hourglass Card 2 Estra/rhynndavrie
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 3 Fumbus/sirrogue:
Spoiler:
Hourglass Card 3 Fumbus/sirrogue
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 4 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 4 Zetha/Chthonicthul
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 5 Harsk/Kulko:
Spoiler:
Hourglass Card 5 Harsk/Kulko
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 6 Estra/rhynndavrie:
Spoiler:
Hourglass Card 6 Estra/rhynndavrie
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 7 Fumbus/sirrogue:
Spoiler:
Hourglass Card 7 Fumbus/sirrogue
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 8 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 8 Zetha/Chthonicthul
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 9 Harsk/Kulko:
Spoiler:
Hourglass Card 9 Harsk/Kulko
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 10 Estra/rhynndavrie:
Spoiler:
Hourglass Card 10 Estra/rhynndavrie
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 11 Fumbus/sirrogue:
Spoiler:
Hourglass Card 11 Fumbus/sirrogue
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 12 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 12 Zetha/Chthonicthul
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 13 Harsk/Kulko:
Spoiler:
Hourglass Card 13 Harsk/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 14 Estra/rhynndavrie:
Spoiler:
Hourglass Card 14 Estra/rhynndavrie
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 15 Fumbus/sirrogue:
Spoiler:
Hourglass Card 15 Fumbus/sirrogue
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hourglass Card 16 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 16 Zetha/Chthonicthul
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.
Hourglass Card 17 Harsk/Kulko:
Spoiler:
Hourglass Card 17 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 18 Estra/rhynndavrie:
Spoiler:
Hourglass Card 18 Estra/rhynndavrie
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 19 Fumbus/sirrogue:
Spoiler:
Hourglass Card 19 Fumbus/sirrogue
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

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

Dungeons Card 1:
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.
Dungeons Card 2:
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.
Dungeons Card 3:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
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 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Dungeons Card 8:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Dungeons Card 9:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Dungeons Card 10:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Dungeons Card 11:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Dungeons Card 12:
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.
Dungeons Card 13:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

Location #3: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 4 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None
Oubliette Card 1:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Oubliette 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.
Oubliette Card 3:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 4:
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.
Oubliette Card 5:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Oubliette Card 6:
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Oubliette Card 7:
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.
Oubliette Card 8:
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.
Oubliette Card 9:
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.
Oubliette Card 10:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Oubliette Card 11:
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.
Oubliette Card 12:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Oubliette Card 13:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Oubliette Card 14:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Oubliette Card 15:
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Zetha/Chthonicthul, Estra/rhynndavrie, Fumbus/sirrogue, Infantry Devil
Twisting Passages Card 1:
Ill Tidings
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Twisting Passages Card 2:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Twisting Passages Card 3:
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.
Twisting Passages Card 4:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Twisting Passages Card 7:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 8:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Twisting Passages Card 9:
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.
Twisting Passages Card 10:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Harsk/Kulko, None
Base Card 1:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 2:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 3:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 4:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 5:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.


Deckhandler

Off-turn: Banish Spectre to evade Plague Zombie

Turn 11: Zetha/Norgorber's Shadow
Start of turn: Draw Evoker and Gray Maiden Footsoldier for character power.

Explore Twisting Passages Card #1: Ill Tidings. Ick, hate this one. OK, encounter The Publican, but I have no way of hitting a Wisdom 7, especially whilst Drained, so banish it and Ill Tidings

1d4 ⇒ 4
Card NOT healed: 1d5 ⇒ 4 Blessing of the Master of Masters

End of turn: bury Stone Skin to remove Drained

Reset hand and end turn, discarding Gray Maiden Footsoldier as free discard.

Zetha wrote:

Hand: Troubadour, Eloquence, Giant Anaconda (summoned), Evoker (summoned), Blessing of the Starsong, Black Spot,

Displayed: Ahtez, Drained,
Deck: 10 Discard: 2 Buried: 3
"Current Location: Rooftops
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Spells as needed; Bot me as needed.
Other: Dice Re-Roll Used for 6-3C?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier).


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3C: Inferno of Lies

Harrow: The Winged Serpent - Suit: Stars
Harrow of Shields - When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of the first turn, each character summons and encounters the danger.

When you would discard an ally for its power, bury it instead.

Replace Rolth Lamm's last power with "If defeated by less than 4, no locations are guarded.

Additional Rules: Villain: Rolth Lamm

Henchman (Closing)
Jolistina Susperio
Proxy A - The Danger

Danger:

Traitor:

Monster
Traits:
Human
Spy
Veteran

To Defeat:
Combat 9+##

Before acting, discard a random ally; the difficulty is increased by its level.

Scenario Level (#): 3

Turn: 12, Harsk/Kulko

Random Cards:

Monsters
Spoiler:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

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

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

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

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

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

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

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

Spoiler:
Drowning Mud
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

Spoiler:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.

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

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

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

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

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


Spoiler:
Bloodscent
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.

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


Spoiler:
Magical Mansion
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 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.


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

Spoiler:
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.


Armors
Spoiler:
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.

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

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

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

Spoiler:
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:
Mist Horn
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

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

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

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

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

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

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

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

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

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

Spoiler:
The 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.

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

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

Spoiler:
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

Hour Power: On your check against an Animal or Elemental card, add 1d4.

Current Hour:

Gozreh's Growth:
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.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/rhynndavrie:
Spoiler:
Hourglass Card 1 Estra/rhynndavrie
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 2 Fumbus/sirrogue:
Spoiler:
Hourglass Card 2 Fumbus/sirrogue
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 3 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 3 Zetha/Chthonicthul
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 4 Harsk/Kulko:
Spoiler:
Hourglass Card 4 Harsk/Kulko
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 5 Estra/rhynndavrie:
Spoiler:
Hourglass Card 5 Estra/rhynndavrie
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 6 Fumbus/sirrogue:
Spoiler:
Hourglass Card 6 Fumbus/sirrogue
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 7 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 7 Zetha/Chthonicthul
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 8 Harsk/Kulko:
Spoiler:
Hourglass Card 8 Harsk/Kulko
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 9 Estra/rhynndavrie:
Spoiler:
Hourglass Card 9 Estra/rhynndavrie
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 10 Fumbus/sirrogue:
Spoiler:
Hourglass Card 10 Fumbus/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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 11 Zetha/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 Harsk/Kulko:
Spoiler:
Hourglass Card 12 Harsk/Kulko
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 13 Estra/rhynndavrie:
Spoiler:
Hourglass Card 13 Estra/rhynndavrie
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hourglass Card 14 Fumbus/sirrogue:
Spoiler:
Hourglass Card 14 Fumbus/sirrogue
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.
Hourglass Card 15 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 15 Zetha/Chthonicthul
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 16 Harsk/Kulko:
Spoiler:
Hourglass Card 16 Harsk/Kulko
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 17 Estra/rhynndavrie:
Spoiler:
Hourglass Card 17 Estra/rhynndavrie
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

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

Dungeons Card 1:
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.
Dungeons Card 2:
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.
Dungeons Card 3:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
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 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Dungeons Card 8:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Dungeons Card 9:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Dungeons Card 10:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Dungeons Card 11:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Dungeons Card 12:
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.
Dungeons Card 13:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

Location #3: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 4 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None
Oubliette Card 1:
Returning Starknife
CotCT
Weapon 1
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Oubliette 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.
Oubliette Card 3:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 4:
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.
Oubliette Card 5:
Faceless Stalker
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Oubliette Card 6:
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Oubliette Card 7:
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.
Oubliette Card 8:
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.
Oubliette Card 9:
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.
Oubliette Card 10:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Oubliette Card 11:
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.
Oubliette Card 12:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Oubliette Card 13:
Spiked Volley
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Oubliette Card 14:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Oubliette Card 15:
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Zetha/Chthonicthul, Estra/rhynndavrie, Fumbus/sirrogue, Infantry Devil
Twisting Passages Card 1:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Twisting Passages Card 4:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Ill Tidings
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Twisting Passages Card 10:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Harsk/Kulko, None
Base Card 1:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 2:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 3:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 4:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 5:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.


Ranger #6

Turn 12: Harsk
The hour is Gozreh's Growth
When this is the hour: On your check against an Animal or Elemental card, add 1d4.

Move to Oubliette and explore
Encounter Returning Starknife

Ranged 10: 1d6 + 4 ⇒ (2) + 4 = 6 Failure

Bury Explorer to examine Encounter Henchman
No Allies to discard
Reveal Deathbane Crossbow
Recharge Heavy crossbow for 1d4

Combat 15: 1d6 + 4 + 1d8 + 1 + 1d8 + 1d4 ⇒ (2) + 4 + (1) + 1 + (6) + (1) = 15 Defeated

Recharge Boots of friendly Terrain
Fortitude 8: 1d10 + 1 + 1d8 ⇒ (2) + 1 + (2) = 5 Failure
Bury Blessing of starsong to reroll
Fortitude 8: 1d10 + 1 + 1d8 ⇒ (4) + 1 + (5) = 10 Success Location closed
No ally to heal, Move to dungeon

random location: 1d2 ⇒ 1 Cards move to dungeon too.

End turn examine
card: 1d16 ⇒ 1

trigger Wailing Maidens
Fortitude 8: 1d10 + 1 ⇒ (2) + 1 = 3 Failure suffer dazed, shuffle location.
Reset hand

Harsk of Kuslik wrote:

Hand: The Vision, Deathbane Light Crossbow +1, Seeking Longbow, Balmberry, Magic Hide Armor,

Displayed: Magic Chain Shirt,
Deck: 10 Discard: 0 Buried: 1
Hero Points: 1 // Harsk of Kuslik has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Plaguebringer's Mask (Loot), Returning Throwing Axe, Prayer, Eries Yelloweyes, Our Lord in Iron, Guide, Sergeant-at-arms
Recharged: Norgorber's Shadow, Heavy Crossbow, Boots of Friendly Terrain,
Discard Pile:
Buried Pile: Gentleman Explorer,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([ ] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([x] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Upkeep
Oubliette #1,2 banished
Oubliete closed
Zetha Blessing of starsong used
extra cards move to dungeon.
dungeon #1 examined and the shuffled


Little retcon here as the Villain was at the bottom of the Oubliette. It's a bit of a weird interaction with the rules, but apparently we banish the remaining cards sans the villain, so no movement of cards due to a closed location this time. Also means Harsk doesn't move, and doesn't trigger Wailing Maidens, so isn't dazed. On the whole, a pretty decent outcome.

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

During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3C: Inferno of Lies

Harrow: The Winged Serpent - Suit: Stars
Harrow of Shields - When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of the first turn, each character summons and encounters the danger.

When you would discard an ally for its power, bury it instead.

Replace Rolth Lamm's last power with "If defeated by less than 4, no locations are guarded.

Additional Rules: Villain: Rolth Lamm

Henchman (Closing)
Jolistina Susperio
Proxy A - The Danger

Danger:

Traitor:

Monster
Traits:
Human
Spy
Veteran

To Defeat:
Combat 9+##

Before acting, discard a random ally; the difficulty is increased by its level.

Scenario Level (#): 3

Turn: 13, Estra/rhynndavrie

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

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

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

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

Spoiler:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.

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

Spoiler:
Snake Oil Seller
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

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

Spoiler:
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:
Keen Rapier
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

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

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

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

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


Spoiler:
Sonic Blast
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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


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

Spoiler:
Enervation
CotCT
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.


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

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


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

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

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

Spoiler:
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.

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

Spoiler:
Circlet of Mental Acuity
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

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

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


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

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

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

Spoiler:
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:
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.

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

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

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

Spoiler:
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:
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.

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

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

Current Hour:

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

Hours Remaining: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Fumbus/sirrogue:
Spoiler:
Hourglass Card 1 Fumbus/sirrogue
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 2 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 2 Zetha/Chthonicthul
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 3 Harsk/Kulko:
Spoiler:
Hourglass Card 3 Harsk/Kulko
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 4 Estra/rhynndavrie:
Spoiler:
Hourglass Card 4 Estra/rhynndavrie
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 5 Fumbus/sirrogue:
Spoiler:
Hourglass Card 5 Fumbus/sirrogue
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 6 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 6 Zetha/Chthonicthul
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 7 Harsk/Kulko:
Spoiler:
Hourglass Card 7 Harsk/Kulko
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 8 Estra/rhynndavrie:
Spoiler:
Hourglass Card 8 Estra/rhynndavrie
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 9 Fumbus/sirrogue:
Spoiler:
Hourglass Card 9 Fumbus/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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 10 Zetha/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 Harsk/Kulko:
Spoiler:
Hourglass Card 11 Harsk/Kulko
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 12 Estra/rhynndavrie:
Spoiler:
Hourglass Card 12 Estra/rhynndavrie
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hourglass Card 13 Fumbus/sirrogue:
Spoiler:
Hourglass Card 13 Fumbus/sirrogue
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.
Hourglass Card 14 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 14 Zetha/Chthonicthul
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 15 Harsk/Kulko:
Spoiler:
Hourglass Card 15 Harsk/Kulko
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 16 Estra/rhynndavrie:
Spoiler:
Hourglass Card 16 Estra/rhynndavrie
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

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

Dungeons Card 1:
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.
Dungeons Card 2:
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.
Dungeons Card 3:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
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 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Dungeons Card 8:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Dungeons Card 9:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Dungeons Card 10:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Dungeons Card 11:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Dungeons Card 12:
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.
Dungeons Card 13:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

Location #3: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/Kulko, None
Oubliette Card 1 (Rolth Lamm):
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Zetha/Chthonicthul, Estra/rhynndavrie, Fumbus/sirrogue, Infantry Devil
Twisting Passages Card 1:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Twisting Passages Card 2:
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.
Twisting Passages Card 3:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Twisting Passages Card 4:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
Twisting Passages Card 5:
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.
Twisting Passages Card 6:
Minotaur
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Twisting Passages Card 7:
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.
Twisting Passages Card 8:
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.
Twisting Passages Card 9:
Ill Tidings
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Twisting Passages Card 10:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: None
Base Card 1:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 2:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 3:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 4:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 5:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.


Ranger #6

After Harsk defeated the next of the traitors he spotted the wizard in one of the other rooms.Seeing that he currently has no ressources left to fight he makes sure he is not spotted and prepares for next round.

Harsk of Kuslik wrote:

Hand: The Vision, Deathbane Light Crossbow +1, Seeking Longbow, Balmberry, Magic Hide Armor,

Displayed: Magic Chain Shirt,
Deck: 10 Discard: 0 Buried: 1
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Plaguebringer's Mask (Loot), Guide, Sergeant-at-arms, Returning Throwing Axe, Eries Yelloweyes, Our Lord in Iron
Recharged: Norgorber's Shadow, Heavy Crossbow, Boots of Friendly Terrain,
Discard Pile:
Buried Pile: Gentleman Explorer,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([ ] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([x] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).


Estra's Deckhandler

Turn 13, The Cricket
Hour Power: When a character moves on their turn, each other local character may move with them.

Estra continues to use her her connections with the ghosts in the area to scout ahead. One of them informs her of a priest nearby. Estra decides it never hurts to have a little divine assistance and tracks him down.

End of move, examine - Priest of Abadar

Estra explains the current situation and asks if he has any news that might aid them in hunting down Lamm.

Priest of Abadar-CtA: Charisma 6: 1d10 ⇒ 8 Success, acquired.

He regrets to inform her that he doesn't, but he offers to travel with her for awhile and aid her as he can. Estra is never one to turn away assistance as long as he stays out of her way.

Estra decides this might require a little divine intervention so she casts Locate Item. It never hurts to have useful tools at your disposal after all.

Banish Locate Object. Top card - Shelyn's Song is a boon, stop examination, encounter it, then shuffle.

Her quick divination turns up a shrine to Shelyn nearby, she hurries off to offer up her thanks and ask for aid.

Shelyn's Song-CtA: Divine 7: 1d10 + 5 ⇒ (3) + 5 = 8 Success, acquired.

Discard Shelyn's Song to explore.

Thanks given and a blessing received, Estra heads further down the passage.

Random explore: 1d8 + 2 ⇒ (4) + 2 = 6 Angry Minotaur!!

It probably should have been expected...Minotaur hanging out in a twisting passage. Very cliche! Estra ponders this as she readies her flaming mace and sends Honaire to intercept it. Fumbus also pitches a few bombs to help..at least Estra's pretty sure that was the intent.

Reveal mace for combat, reload Honaire, Fumbus adds 1d4.

Minotaur-CtD: Combat 15: 1d4 + 1d8 + 1d4 + 1d6 + 3 + 1d4 ⇒ (2) + (8) + (4) + (4) + 3 + (4) = 25 Defeated, banished, draw Honaire back to hand.

The barrage of bombs from Fumbus is enough to distract the Minotaur while Estra gets close enough to club it soundly.

Bury Priest of Abadar to explore, adding 1d4 against barriers.

Random explore: 1d8 + 2 ⇒ (4) + 2 = 6 Not that one..
Random explore: 1d8 + 2 ⇒ (7) + 2 = 9 Ill Tidings

The day turns suddenly dark and ominous, Estra immediately recognizes it as a curse and does her best to dispel it.

Calistra's Sting-CtA: Divine 7: 1d10 + 5 + 1d4 ⇒ (4) + 5 + (3) = 12 Acquired.

Calistra's power answers and Estra is able to dispel the curse and gain guidance forward.

Discard Calistra's Sting to explore. Not 6 or 9.

Random expore: 1d8 + 2 ⇒ (4) + 2 = 6
Random expore: 1d8 + 2 ⇒ (6) + 2 = 8

Erastil's Eye-CtA: Divine 7: 1d10 + 5 ⇒ (5) + 5 = 10 Success, acquired.

Not to be outdone, Erastil gives some guidance as well.

Discard Erastil's eye to explore, not 6, 8, or 9

Random expore: 1d8 + 2 ⇒ (2) + 2 = 4 Infantry Devil, oops delved too deep!

Erastil's a jerk, Estra quickly realizes as she spots the Infantry Devil and considering her best course of action and how to deal with this threat. Immune to fire...and resistant to cold. Wonderful.

Reveal mace, going to have to turn fire off. Reload Honaire, makes it 4 harder, but not a lot of choice and will protect him. Harsk and Fumbus combat support, and +1 for banner.

Infantry Devil-CtD: Combat 18: 1d4 + 1d8 + 1d6 + 3 + 1d4 + 1d4 + 1 ⇒ (1) + (8) + (5) + 3 + (4) + (1) + 1 = 23 Success! Banished, drawing Honaire back for success.

Estra is less than certain, but Fumbus and Harsk see the situation and quickly provide their support and the Devil eventually is dispatched. Estra sags to the floor, in relief and exhaustion.

Four blessings in discard, so going to heal up quick.
Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Estra, Spiritual Counselor has all cards in her discard pile healed: (The Marriage, Shelyn's Song, Erastil's Eye, Calistria's Sting). Deck shuffled.

Estra, Spiritual Counselor ends her turn.
Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Locate Object: Divine 8: 1d10 + 5 ⇒ (8) + 5 = 13 -> Locate Object recharged.
Cure: Divine 8: 1d10 + 5 ⇒ (9) + 5 = 14 -> Cure recharged.
Estra, Spiritual Counselor resets her hand.

Estra, Spiritual Counselor wrote:

Hand: Flaming Mace, Honaire, Ausio Carowyn, Shelyn's Song, Urgathoa's Gluttony,

Displayed: Banner of the Ancient Kings,
Deck: 16 Discard: 0 Buried: 1
Hero Points: 1
Box Reroll Used: N
NOTES:
Available Support: Banner of the Ancient Kings - Add 1 on all combat checks.
Ausio: bury to add 2d12 to local CtA.
Use blessings as needed.
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Light, Zellara's Harrow Deck, Erastil's Eye, The Marriage, Burst of Adrenaline, Divine Insight, Magistrate, Quilted Cloth Armor, Gem of Mental Acuity, Death Grip, Calistria's Sting, Ghost Whip, Pharasma's Knowing, Idorii
Recharged: Cure, Locate Object,
Discard Pile:
Buried Pile: Priest of Abadar,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3

Favored Card: Honaire
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(□ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
□ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.


Update: Acquired cards 1, 2, 8, banish cards 4, 6, and 9. Acquired top of hour stack.

Harsk: Used one combat assist (1d4)
Fumbus: Used 2 combat assist (2x 1d4)


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3C: Inferno of Lies

Harrow: The Winged Serpent - Suit: Stars
Harrow of Shields - When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of the first turn, each character summons and encounters the danger.

When you would discard an ally for its power, bury it instead.

Replace Rolth Lamm's last power with "If defeated by less than 4, no locations are guarded.

Additional Rules: Villain: Rolth Lamm

Henchman (Closing)
Jolistina Susperio
Proxy A - The Danger

Danger:

Traitor:

Monster
Traits:
Human
Spy
Veteran

To Defeat:
Combat 9+##

Before acting, discard a random ally; the difficulty is increased by its level.

Scenario Level (#): 3

Turn: 14, Fumbus/sirrogue

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:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11

Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.


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

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

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

Spoiler:
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:
Biting Tigers
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.

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

Spoiler:
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.

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

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

Spoiler:
Keen Starknife
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

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

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

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

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


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

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

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


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

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

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

Spoiler:
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:
Circlet of Mental Acuity
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

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

Spoiler:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.


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

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

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


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

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

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

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

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

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

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

Spoiler:
The 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: After discarding any number of cards as damage, draw a card.

Current Hour:

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

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 1 Zetha/Chthonicthul
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 2 Harsk/Kulko:
Spoiler:
Hourglass Card 2 Harsk/Kulko
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 3 Estra/rhynndavrie:
Spoiler:
Hourglass Card 3 Estra/rhynndavrie
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 4 Fumbus/sirrogue:
Spoiler:
Hourglass Card 4 Fumbus/sirrogue
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 5 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 5 Zetha/Chthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 6 Harsk/Kulko:
Spoiler:
Hourglass Card 6 Harsk/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 7 Estra/rhynndavrie:
Spoiler:
Hourglass Card 7 Estra/rhynndavrie
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 8 Fumbus/sirrogue:
Spoiler:
Hourglass Card 8 Fumbus/sirrogue
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 9 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 9 Zetha/Chthonicthul
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 10 Harsk/Kulko:
Spoiler:
Hourglass Card 10 Harsk/Kulko
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hourglass Card 11 Estra/rhynndavrie:
Spoiler:
Hourglass Card 11 Estra/rhynndavrie
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.
Hourglass Card 12 Fumbus/sirrogue:
Spoiler:
Hourglass Card 12 Fumbus/sirrogue
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 13 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 13 Zetha/Chthonicthul
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 14 Harsk/Kulko:
Spoiler:
Hourglass Card 14 Harsk/Kulko
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

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

Dungeons Card 1:
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.
Dungeons Card 2:
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.
Dungeons Card 3:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
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 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Dungeons Card 8:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Dungeons Card 9:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Dungeons Card 10:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Dungeons Card 11:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Dungeons Card 12:
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.
Dungeons Card 13:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

Location #3: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/Kulko, None
Oubliette Card 1 (Rolth Lamm):
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.

Location #4: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Zetha/Chthonicthul, Estra/rhynndavrie, Fumbus/sirrogue,
Twisting Passages Card 1:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Twisting Passages Card 2:
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.
Twisting Passages 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.
Twisting Passages Card 4:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: None
Base Card 1:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 2:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 3:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 4:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 5:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.


Ranger #6

When Erastril warns Harsk about the Infantry Devil sneaking up on Estra he immediately gives a shout and fires his crossbow to distract the devil.

Harsk of Kuslik wrote:

Hand: The Vision, Seeking Longbow, Balmberry, Magic Hide Armor,

Displayed: Magic Chain Shirt,
Deck: 11 Discard: 0 Buried: 1
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sergeant-at-arms, Returning Throwing Axe, Plaguebringer's Mask (Loot), Prayer, Guide, Eries Yelloweyes, Our Lord in Iron
Recharged: Norgorber's Shadow, Heavy Crossbow, Boots of Friendly Terrain, Deathbane Light Crossbow +1,
Discard Pile:
Buried Pile: Gentleman Explorer,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([ ] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([x] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).


OFFTURN: Fumbus recharges Deathtrap in a Jar and Elixir of Healing to turn them into bombs of friendo assisting!

Turn 14, now is the hour of Zon-Kuthon's Pain.
While this is the hour:
After discarding any number of cards as damage, draw a card.

Fumbus tired from friend helping, but likes to help, so happy Fumbus. Got energy for a little looky-loo, poke around Twisted Passages a bit and find Card 1: Frost Longbow. Not a shot so tired, but may as well work up potion to give it a shot recharge Acid Flask to add 1d4.

Frost Longbow CtA Ranged 13: 1d10 + 1 + 1d4 ⇒ (10) + 1 + (4) = 15 Success!

Fumbus think about how much dwarfybeard would like new crossbow and try real hard and lifts weapon from high high rack.

Exhausted, Fumbus sit to rest.

Fumbus, Fumbler wrote:

Hand: Venomous Hand Crossbow, Elixir of Focus, The Carnival, Burglar's Bracers, Corrosion, Frost Longbow,

Displayed:
Deck: 13 Discard: 2 Buried: 1
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Elixir of Focus: +1d8+5 to local n/c check
Corrosion: 1 die vs. barrier, undead, or construct
Carnival: 1 die bless and flip 1 die
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-3C used? YES
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Antiplague, The Publican, Steel Ibis Lamellar, Light Crossbow (Core), Tangleburn Bag, Fire Bolt
Recharged: Elixir of Energy Resistance, Blessing of the Elements, The Tall Knife, Fire Lance, Deathtrap in a Jar, Elixir of Healing, Acid Flask (Core),
Discard Pile: Twitch Tonic, Potion of Focus,
Buried Pile: Djinn,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
☐ On your check that invokes Acid, Fire, or Poison, add 1d6. (☐ if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
☐ Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

UPKEEP:
Twisted Passages Card 1 ACQUIRED.


Deckhandler

Off-turn: Bury Blessing of the Starsong for Harsk check

Turn 15: Zetha/The Eclipse
Draw Troll and Chimera for character power

Explore Twisting Passages Card #2: Incitation
Arcane 4 to acquire Incitation, subtracting 1 for Drained: 1d10 + 2 - 1 ⇒ (6) + 2 - 1 = 7 Acquired

Discard Troubadour to explore Twisting Passages Card #2: Henchman Proxy A2 (Traitor)
No Allies in hand to discard for BYA
Combat 15 to defeat Traitor, using Stealth plus the adv deck number and discarding Black Spot to lower difficulty to Combat 12 because of Drained: 1d10 + 3 + 3 + 3 - 2 ⇒ (7) + 3 + 3 + 3 - 2 = 14 Defeated; banished

Not going to bother to try to close; even Blessed I only have 2d4-2 to hit an 8 (or 2d4-2 to hit 11 for the Wisdom option, because our Hourglass power). Instead, will discard Incitation to explore Twisting Passages Card #3: Iron Shackles
Dexterity 9 to acquire Iron Shackles, subtracting 1: 1d10 + 3 - 1 ⇒ (7) + 3 - 1 = 9 Acquired.

Zetha sees her companions turn the tide of the sudden battle, picking off the traitors one by one. She sees one of them turn and fleedown a series of twisting passages and rushes in pursuit, throwing up a quick prayer as she runs. The traitoress runs fast and far, but the summoned inexorably gains ground. Finally, the woman reaches the end of a dead-end passage and turns, panting. Zetha pulls up short, regards the woman, and shakes her head. Rather than kill the woman, Zetha decides to leave her to whatever fate may befall her, so she shackles her to the wall with some chains that seem almost to have been left there for that purpose. Then the summoner turns back to join her friends, ignoring the pleading of the erstwhile traitor.

Reset hand and end turn, discarding Iron Shackles and Troll as free discards

Zetha wrote:

Hand: Chimera (summoned), Eloquence, Giant Anaconda (summoned), Evoker (summoned), Bound Lantern Archon, Amulet of Life,

Displayed: Ahtez, Drained,
Deck: 9 Discard: 6 Buried: 4
"Current Location: Rooftops
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Eloquence as needed; Bot me as needed.
Other: Dice Re-Roll Used for 6-3C?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier).


Arcane 6 to recharge Black Spot: 1d10 + 2 ⇒ (7) + 2 = 9 Recharged


Ranger #6

Turn 16:Harsk
The hour is Cayden Cailean's Revelry
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.

While Harsk watches the wizard preparing a riutal of scrying to find the group he notices that the others have beend gone for quite a while in the Twisting passages. He decides to look for them and follows their tracks.
Luckily the traces of Fumbus Bombs and Flask leave an unnmissable trace and Harsk is able to find them soom.

Move to Twisting Passage
Bury Balmberry to heal Zethas Drained
Try to close
Use Fumbus Power to add 1d4

Survival 8: 1d6 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9 CLOSED
Location Harsk: 1d3 ⇒ 3 to Base
Location Estra: 1d3 ⇒ 1 to Dungeon
Location Fumbus: 1d3 ⇒ 1 to Dungeon
Location Zetha: 1d3 ⇒ 2 to Oubliette


Display Hide Armour
End turn Reset Hand

Harsk of Kuslik attempts to recover all cards in his Recovery pile.
Balmberry: Survival 8: 1d6 + 4 ⇒ (5) + 4 = 9 -> Balmberry recharged

Harsk of Kuslik wrote:

Hand: The Vision, Guide, Seeking Longbow, Plaguebringer's Mask (Loot), Returning Throwing Axe,

Displayed: Magic Chain Shirt, Magic Hide Armor,
Deck: 9 Discard: 0 Buried: 1
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sergeant-at-arms, Eries Yelloweyes, Prayer, Our Lord in Iron
Recharged: Norgorber's Shadow, Heavy Crossbow, Boots of Friendly Terrain, Deathbane Light Crossbow +1, Balmberry,
Discard Pile:
Buried Pile: Gentleman Explorer,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([ ] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([x] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Upkeep
Twistings Passages Closed
Characters moved to random Locations (see above)
Fumbus Power used once
Zetha healed Scourge


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3C: Inferno of Lies

Harrow: The Winged Serpent - Suit: Stars
Harrow of Shields - When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of the first turn, each character summons and encounters the danger.

When you would discard an ally for its power, bury it instead.

Replace Rolth Lamm's last power with "If defeated by less than 4, no locations are guarded.

Additional Rules: Villain: Rolth Lamm

Henchman (Closing)
Jolistina Susperio
Proxy A - The Danger

Danger:

Traitor:

Monster
Traits:
Human
Spy
Veteran

To Defeat:
Combat 9+##

Before acting, discard a random ally; the difficulty is increased by its level.

Scenario Level (#): 3

Turn: 17, Estra/rhynndavrie

Random Cards:

Monsters
Spoiler:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

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

Spoiler:
Bogeyman
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

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

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

Spoiler:
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:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

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

Weapons
Spoiler:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
Keen Rapier
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.

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

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

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

Spoiler:
Elemental Treaty
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.

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


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

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


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

Spoiler:
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.


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

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

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

Spoiler:
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:
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.

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

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

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

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

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

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

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

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

Spoiler:
Droogami
Core
Ally 1
Traits:
Animal
Owner: Lini
To Acquire:
WisdomSurvival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Fumbus/sirrogue:
Spoiler:
Hourglass Card 1 Fumbus/sirrogue
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 2 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 2 Zetha/Chthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 3 Harsk/Kulko:
Spoiler:
Hourglass Card 3 Harsk/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 4 Estra/rhynndavrie:
Spoiler:
Hourglass Card 4 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 5 Fumbus/sirrogue
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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 6 Zetha/Chthonicthul
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 7 Harsk/Kulko:
Spoiler:
Hourglass Card 7 Harsk/Kulko
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hourglass Card 8 Estra/rhynndavrie:
Spoiler:
Hourglass Card 8 Estra/rhynndavrie
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.
Hourglass Card 9 Fumbus/sirrogue:
Spoiler:
Hourglass Card 9 Fumbus/sirrogue
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 10 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 10 Zetha/Chthonicthul
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 11 Harsk/Kulko:
Spoiler:
Hourglass Card 11 Harsk/Kulko
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Location #2: 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: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Estra/rhynndavrie, Fumbus/sirrogue,

Dungeons Card 1:
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.
Dungeons Card 2:
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.
Dungeons Card 3:
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
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 7:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Dungeons Card 8:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Dungeons Card 9:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Dungeons Card 10:
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Dungeons Card 11:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Dungeons Card 12:
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.
Dungeons Card 13:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

Location #3: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/Chthonicthul, None
Oubliette Card 1 (Rolth Lamm):
Rolth Lamm
CotCT
Story Bane 2
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 15
Before acting, a local character summons and encounters the story bane Wight.
After acting, suffer the scourge Drained.
If defeated by less than 4, or if undefeated, shuffle this monster into a random location.

Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Harsk/Kulko, None
Base Card 1:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 2:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 3:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 4:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 5:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.


Estra's Deckhandler

Turn 17, Nethys's Duality
Hour Power: On your check against a spell, add 1d4.

Estra takes a moment to ponder her next move and after consulting with the group decides to gather additional resources for the battle ahead. It seems like a solid plan so she heads deeper into the Dungeon.

End of move step - examine...Wailing Maidens

It takes a bit for the sound to get through to her older ears, but when it does it rocks Estra back on her feet. She quickly sends Honaire off to try and drive them away.

Wailing Maidens Trigger: Constitution 8: 1d6 + 1d6 + 3 ⇒ (5) + (3) + 3 = 11 Not Dazed.

Discard Ausio Carowyn to encounter at end of examine and add 1d6 to Str/Dex/Con checks. Asking for a little assistance from Fumbus.

Wailing Maidens BYA: Constitution 8: 2d6 + 1d4 ⇒ (2, 5) + (3) = 10 Not dazed again.

With Honaire able to shield her from the initial onslaught, she checks in with Fumbus to see if he has anything alchemical that might help. He produces some wax, which she gratefully stuffs in her ears to reduce the siren wail.

Discard Shelyn's Song to bless.

Wailing Maidens-CtD: Perception 13: 2d10 + 5 ⇒ (7, 5) + 5 = 17 Defeated, banished.

With the noise reduced somewhat, Estra sings a hymn to Shelyn that seems to counteract a portion of the effect and quickly spots the correct spot to smash with her mace.

The abrupt silence is glorious and almost painful in its own right.

With her senses on high alert, Estra heads further in the dungeon on the look out for additional traps. Which allows her to easily spot the Dream Spider seeking its next victim.

Free explore.

Using Fumbus's Carnival since that seems the most likely to result in a success here.

Dream Spider-CtA: Wisdom 10: 2d10 + 3 ⇒ (1, 1) + 3 = 5 And very lucky I did, that is a cruddy roll, but not with Carnival, Carnival flips from 1 to 10, total of 14. Success!

Utilizing tricks learned from the animal handlers in the circus she used to work, Estra coaxes the spider into a box for later use.

Knowing that particular danger well and still coming off the racket from earlier, Estra takes a moment to collect her thoughts before heading further in.

Estra, Spiritual Counselor wrote:

Hand: Flaming Mace, Honaire, Dream Spider, Erastil's Eye, Urgathoa's Gluttony,

Displayed: Banner of the Ancient Kings,
Deck: 15 Discard: 2 Buried: 1
Hero Points: 1
Box Reroll Used: N
NOTES:
Available Support: Banner of the Ancient Kings - Add 1 on all combat checks.
Use blessings as needed.
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Death Grip, Quilted Cloth Armor, Idorii, Ghost Whip, Zellara's Harrow Deck, Magistrate, Gem of Mental Acuity, Burst of Adrenaline, Calistria's Sting, The Marriage, Divine Insight, Holy Light, Pharasma's Knowing
Recharged: Cure, Locate Object,
Discard Pile: Ausio Carowyn, Shelyn's Song,
Buried Pile: Priest of Abadar,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3

Favored Card: Honaire
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(□ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
□ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.


Update: At dungeon, banish card 1, acquired card 2.

Fumbus: Used some alchemical assistance and The Carnival.


OFFTURN: Discard The Carnival, Corrosion, and Frost Longbow to assist others.

Turn 18, now is the hour of The Sickness.
While this is the hour:
When you suffer damage, suffer the scourge Plagued..

Fumbus hurl potions here and there helping friends, then creep along in Dungeons until he spot Card 3: small statue representing Nethys's Duality. Fumbus fascinated!

Nethys's Duality CtA Arcane 7: 1d8 + 3 ⇒ (7) + 3 = 10 Success!

Fumbus bow twice; once to each side of face. Statues approve and allow Fumbus to take it. Fumbus immediately get vision of what's ahead in each direction statue looks:

Card 4: Red Mantis Mask (Item 3)
Card 5: The Wind and the Waves (Blessing 3)

Fumbus to tired to go on, but share excited news with party of nice loots ahead!

Fumbus, Fumbler wrote:

Hand: Venomous Hand Crossbow, Elixir of Focus, Light Crossbow (Core), Burglar's Bracers, Steel Ibis Lamellar, The Publican,

Displayed:
Deck: 10 Discard: 6 Buried: 1
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Elixir of Focus: +1d8+5 to local n/c check
Publican: 1 die, or 2 dice if Urban
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-3C used? YES
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Tangleburn Bag, Fire Bolt, Antiplague
Recharged: Elixir of Energy Resistance, Blessing of the Elements, The Tall Knife, Fire Lance, Deathtrap in a Jar, Elixir of Healing, Acid Flask (Core),
Discard Pile: Twitch Tonic, Potion of Focus, The Carnival, Corrosion, Frost Longbow, Nethys's Duality,
Buried Pile: Djinn,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
☐ On your check that invokes Acid, Fire, or Poison, add 1d6. (☐ if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
☐ Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

UPKEEP:
Dungeons Card 3 ACQUIRED.
Dungeons Card 4 KNOWN.
Dungeons Card 5 KNOWN.


Deckhandler

Turn 19: Zetha/Sarenrae's Light

My hand is full of Monsters, so don't draw any for once.

Move to Base
Draw top three cards: Jayna Lemore, Boors, and Moise. Kee[ Boors

Heal a card, then an extra card for Hourglass power
First card healed: 1d6 ⇒ 5 Iron Shackles
Second card healed: 1d5 ⇒ 5 Troll

Bury Boors to draw Earthbreaker and Snakebite Dagger, then banish Earthbreaker. Really, two Weapon 1's?

Reset hand and end turn, discarding Snakebite Dagger as free discard.

Zetha wrote:

Hand: Chimera (summoned), Eloquence, Giant Anaconda (summoned), Evoker (summoned), Bound Lantern Archon, Amulet of Life,

Displayed: Ahtez, Boors,
Deck: 11 Discard: 5 Buried: 4
"Current Location: Base
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Eloquence as needed; Bot me as needed.
Other: Dice Re-Roll Used for 6-3C?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier).


Ranger #6

Turn 20: Harsk
The Hour is Incitation (When this is the hour: No effect)

When Leaving the Twisting passages Harsk must have triggered a trap, because soon afterwards he wakes up at the base. In his dream he saw Visions of a red mantis mask in the dungeon.
He immediately moves over there to check and finds the mask.
Nerby he finds a local Prisoner who points him to a shrine of Gozreh. He prays and Fumbus offers some elixir to please the god who gives his blessing

Pausing for discussion

Move to Dungeon
Explore and Encounter Red Mantis Mask
Discard Vision - choose 1 as number

Fortitude 8: 2d10 + 1 ⇒ (5, 8) + 1 = 14 -> Aquired

Bury Guide to explore
Encounter The Wind and the Waves
Use fumbus Power to add 1d4

Survival 8: 1d6 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8 -> Aquired

Harsk of Kuslik wrote:

Hand: Seeking Longbow, Plaguebringer's Mask (Loot), Returning Throwing Axe, Red Mantis Mask (Aquired), The Wind and the Waves,

Displayed: Magic Chain Shirt, Magic Hide Armor,
Deck: 9 Discard: 1 Buried: 2
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Sergeant-at-arms, Our Lord in Iron, Eries Yelloweyes
Recharged: Norgorber's Shadow, Heavy Crossbow, Boots of Friendly Terrain, Deathbane Light Crossbow +1, Balmberry,
Discard Pile: The Vision,
Buried Pile: Gentleman Explorer, Guide,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([ ] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([x] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).


Ranger #6

Turn Continued

With his arrow blessed by Gozreh Harsk decides to take aim at the wizard and try to end this once and for all

Bossfight:

The Wind carries his arrow up into the air and guides it through the tiny window right at the wizards back.

Discard Wind and the Water to move to The Oubliette
Encounter Villain
Reveal Seeking Crossbow
Reload Throwing axe for 1d6
Reveal Red Mantis MAsk for +2
Recharge Plaguebringers Mask for 1d8

Combat 15/19: 1d6 + 4 + 2 + 1d8 + 2 + 1d8 + 1d6 + 1d8 ⇒ (3) + 4 + 2 + (8) + 2 + (7) + (3) + (5) = 34 --> Defeated

If Fumbus fails to guard I will move to the dungeon and examine/reshuffle the top card


Fumbus see Harsk move to confront villain, and posts up to guard Dungeons. Another "rescuee" try to be friendly with Fumbus, but Fumbus know he is bloody Traitor. Fumbus let 'em have it.

Venomous Hand Crossbow, recharge Light Crossbow for venomous power, pitch The Publican to bless, recharge Elixir for Fumbus power.

Traitor CtD Combat 15: 2d10 + 1 + 1d6 + 1 + 1d12 + 1d4 ⇒ (9, 2) + 1 + (5) + 1 + (11) + (2) = 31 Success!


6-3C: Inferno of Lies

Development:

You have defeated the fake captives, who proved surprisingly capable combatants, and seized their weapons. Much of the fortress is burned out, but the keep proper still stands, thanks to the undead’s efforts at fire suppression. The fire spread far too rapidly to be wholly natural. Magic was almost certainly part of this plot.

Now to find the relic of Iomedae you came for before the undead have the chance to run away with it. You can only hope it’s not already too late. Even if this is yet another trap, the thought of letting them get away with their schemes and escape with a holy relic is too much to stomach. As tired as you are, you steel your resolve for another battle.

Reward:
Loot: Blessings Iomedae's Justice and Lady of Valor

Iomedae's Justice:

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.
Lady of Valor:

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.

Acquired cards will be posted to discussion.


6-3D: Master of Risen Flesh

As the smoke dissipates, the stench of death takes over again. Lemore informs you that the relic of Iomedae you seek is normally kept in the heart of the main keep. If the undead haven’t absconded with it yet, it’s likely still there, perhaps even guarded by hordes of the risen. The door to the keep hangs ajar, but undead flank it on both sides, as if daring you to approach. Could this seem any more like a trap? Perhaps not, but you have a mission, and you intend to see it through. As you approach the doors, a voice echoes from behind them, gravelly and deep.

“Let them in. I would see these brave...heroes.”

Standing just inside the keep, at the center of the antechamber, is a man who seems to be leather skin stretched over a skeleton. His eyes are hollow orbs from which a bit of blue-white flame emits. Around his neck is an ornate necklace containing a gem showing the same fire deep within it. From the man’s appearance and smell you suspect he is most likely a lich, and a fairly powerful one. He steps forward.

“You will make fine additions to my army. I am Trazavai, your new master.” He laughs ringingly. “Thank you for being so very predictable. You’ll be helping me gain more followers soon. But don’t worry—I’ll teach you a thing or two about subtlety before sending you out to fend for yourselves. I’m feeling merciful today, so I’ll give you a choice: surrender to me willingly and become my agents in life, or die here and rise again as my pawns.”

He may be powerful, but he’s also convinced that you are slow-witted, that he has caught you completely within his grasp. You can use that arrogance against him. You scope out the room as he continues his monologue, turning to Lemore. His necklace catches your eye again. Could he really be arrogant enough to carry his phylactery—the magical anchor of his unlife—around his neck?

He bares his teeth in a grotesque parody of a smile and turns to Lemore. “Do you think your survival was an accident? My minions could have prevented your escape. You were bait, and you played that role brilliantly. These Pathfinders you brought with you have shown themselves more capable than the defenders of this fortress. And where one Pathfinder falls, others follow, scurrying like roaches to recover their fallen compatriots. All. So. Predictable.” His eyes glow brighter, the flames dancing with glee. “And when I—”

He’s too absorbed in his gloating to notice, but your weapons are ready. You’re not going to let him finish that sentence.


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3D: Master of Risen Flesh

Harrow: The Keep - Suit: Hammers

The Perils: Unhallowed - On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

If the story bane Mysterious Relic is not displayed, you cannot guard.

The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.

When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.

When the Mysterious Relic is defeated, display it.

Additional Rules: Dangers

1) Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
2) Wight:

Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
3) Zombie Minions:

Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
4) Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.
5) Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
6) Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

Villain:
Lich (Trazavai)

Henchman (Closing)
Vampire
Mummy
Carrion Golem
Proxy A - Wights

Scenario Level (#): 3

Turn: 0, Harsk/Kulko

Random Cards:

Monsters
Spoiler:
Emperor Cobra
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.

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

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

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

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

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

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

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

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

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

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

Spoiler:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
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.

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

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


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

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


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

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


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

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

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

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

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

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

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

Spoiler:
Mist Horn
CotCT
Item 1
Traits:
Instrument
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display next to a location. While displayed:
* When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
* At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

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

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

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


Allies
Spoiler:
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.

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

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

Spoiler:
Leech
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

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

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

Spoiler:
The 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 Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

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

Spoiler:
The 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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/rhynndavrie:
Spoiler:
Hourglass Card 1 Estra/rhynndavrie
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 2 Fumbus/sirrogue:
Spoiler:
Hourglass Card 2 Fumbus/sirrogue
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 3 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 3 Zetha/Chthonicthul
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 4 Harsk/Kulko:
Spoiler:
Hourglass Card 4 Harsk/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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 5 Estra/rhynndavrie:
Spoiler:
Hourglass Card 5 Estra/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 6 Fumbus/sirrogue:
Spoiler:
Hourglass Card 6 Fumbus/sirrogue
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 7 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 7 Zetha/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 8 Harsk/Kulko:
Spoiler:
Hourglass Card 8 Harsk/Kulko
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 9 Estra/rhynndavrie:
Spoiler:
Hourglass Card 9 Estra/rhynndavrie
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hourglass Card 10 Fumbus/sirrogue:
Spoiler:
Hourglass Card 10 Fumbus/sirrogue
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 11 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 11 Zetha/Chthonicthul
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 12 Harsk/Kulko:
Spoiler:
Hourglass Card 12 Harsk/Kulko
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 13 Estra/rhynndavrie:
Spoiler:
Hourglass Card 13 Estra/rhynndavrie
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 14 Fumbus/sirrogue:
Spoiler:
Hourglass Card 14 Fumbus/sirrogue
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 15 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 15 Zetha/Chthonicthul
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 16 Harsk/Kulko:
Spoiler:
Hourglass Card 16 Harsk/Kulko
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 17 Estra/rhynndavrie:
Spoiler:
Hourglass Card 17 Estra/rhynndavrie
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 18 Fumbus/sirrogue:
Spoiler:
Hourglass Card 18 Fumbus/sirrogue
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 19 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 19 Zetha/Chthonicthul
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 20 Harsk/Kulko:
Spoiler:
Hourglass Card 20 Harsk/Kulko
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.
Hourglass Card 21 Estra/rhynndavrie:
Spoiler:
Hourglass Card 21 Estra/rhynndavrie
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 22 Fumbus/sirrogue:
Spoiler:
Hourglass Card 22 Fumbus/sirrogue
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 23 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 23 Zetha/Chthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 24 Harsk/Kulko:
Spoiler:
Hourglass Card 24 Harsk/Kulko
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 25 Estra/rhynndavrie:
Spoiler:
Hourglass Card 25 Estra/rhynndavrie
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 26 Fumbus/sirrogue:
Spoiler:
Hourglass Card 26 Fumbus/sirrogue
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 27 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 27 Zetha/Chthonicthul
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 28 Harsk/Kulko:
Spoiler:
Hourglass Card 28 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 29 Estra/rhynndavrie
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 30 Fumbus/sirrogue:
Spoiler:
Hourglass Card 30 Fumbus/sirrogue
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.

Location #1: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #2: 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 ?: 1
Located/Displayed Here: None

Location #3: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #6: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None


Fumbus has no strong draw to any of this crappy locations and will follow the majority as support.

Fumbus, Fumbler wrote:

Hand: Acid Flask (Core), Corrosion, Potion of Focus, Tangleburn Bag, The Publican, Blessing of the Elements,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Potion of Focus: +1d8+5 to local n/c check
Publican: 1 die, or 2 dice if Urban
BotElements: 1 die recharges if element invoked
Corrosion: 1 die vs. barrier or undead/construct monster
Acid Flask: 2d4+Acid vs. Monster, Lock or Trap
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-3C used? YES
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Bolt, The Carnival, Elixir of Focus, Antiplague, Elixir of Energy Resistance, Burglar's Bracers, Twitch Tonic, Light Crossbow (Core), Deathtrap in a Jar, Fire Lance, Ambrosia, Steel Ibis Lamellar
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
☐ On your check that invokes Acid, Fire, or Poison, add 1d6. (☐ if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
☐ Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""


Estra's Deckhandler

Estra is going hunting for spells, so she ducks into the Crypt first.

Estra, Spiritual Counselor wrote:

Hand: Harrowstrike, Divine Insight, Zellara's Harrow Deck, Honaire, Urgathoa's Gluttony,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1
Box Reroll Used: N
NOTES:
Available Support: Divine Insight - add 2d6 against a barrier
Zellara's - look at top 3 and reorder - best to use when harrow hour
Use blessing as needed.
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Idorii, Death Grip, Burst of Adrenaline, Pharasma's Knowing, Quilted Cloth Armor, Magistrate, Staff of Dark Flame, Ghost Whip, Holy Light, Cure, Ausio Carowyn, The Marriage, Gem of Mental Acuity
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3

Favored Card: Honaire
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(□ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
□ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.



Ranger #6

Harsk starts at the Lair.

Harsk of Kuslik wrote:

Hand: Magic Chain Shirt, The Savored Sting, Norgorber's Shadow, Sergeant-at-arms, Seeking Shortbow,

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Boots of Friendly Terrain, Deathbane Light Crossbow +1, Returning Throwing Axe, Plaguebringer's Mask (Loot), Heavy Crossbow, Eries Yelloweyes, The Vision, Our Lord in Iron, Magic Hide Armor, Balmberry, Guide, Gentleman Explorer, Seeking Longbow
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([ ] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([x] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).


Deckhandler

Zetha makes her way to the Graveyard.

She switched out Amulet of Life for Mist Horn.

Zetha wrote:

Hand: Blessing of the Master of Masters, Black Spot, Blessing of Lamashtu, Mist Horn, Troubadour, Cat, Stone Skin,

Displayed: Ahtez,
Deck: 10 Discard: 0 Buried: 0
"Current Location: Graveyard
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessings, Black Spot, Mist Horn and Stone Skin as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-3D?: N"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier).


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3D: Master of Risen Flesh

Harrow: The Keep - Suit: Hammers

The Perils: Unhallowed - On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

If the story bane Mysterious Relic is not displayed, you cannot guard.

The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.

When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.

When the Mysterious Relic is defeated, display it.

Additional Rules: Dangers

1) Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
2) Wight:

Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
3) Zombie Minions:

Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
4) Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.
5) Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
6) Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

Villain:
Lich (Trazavai)

Henchman (Closing)
Vampire
Mummy
Carrion Golem
Proxy A - Wights

Scenario Level (#): 3

Turn: 1, Estra/rhynndavrie

Random Cards:

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

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

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

Spoiler:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

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

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

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

Spoiler:
Keen Starknife
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

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

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

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

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


Spoiler:
Sonic Blast
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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


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

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


Spoiler:
Bloodscent
CotCT
Spell 1
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 7
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.

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


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

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

Spoiler:
Magic Klar
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

Spoiler:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.


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

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

Spoiler:
Sacred Candle
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.

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

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


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

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

Spoiler:
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.

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

Blessings
Spoiler:
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

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

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

Hour Power: When you would discard or bury an armor you play, you may recharge it instead.

Current Hour:

The Keep:
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Fumbus/sirrogue:
Spoiler:
Hourglass Card 1 Fumbus/sirrogue
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 2 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 2 Zetha/Chthonicthul
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 3 Harsk/Kulko:
Spoiler:
Hourglass Card 3 Harsk/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:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 4 Estra/rhynndavrie:
Spoiler:
Hourglass Card 4 Estra/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 5 Fumbus/sirrogue:
Spoiler:
Hourglass Card 5 Fumbus/sirrogue
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 6 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 6 Zetha/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 7 Harsk/Kulko:
Spoiler:
Hourglass Card 7 Harsk/Kulko
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 8 Estra/rhynndavrie:
Spoiler:
Hourglass Card 8 Estra/rhynndavrie
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hourglass Card 9 Fumbus/sirrogue:
Spoiler:
Hourglass Card 9 Fumbus/sirrogue
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 10 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 10 Zetha/Chthonicthul
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 11 Harsk/Kulko:
Spoiler:
Hourglass Card 11 Harsk/Kulko
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 12 Estra/rhynndavrie:
Spoiler:
Hourglass Card 12 Estra/rhynndavrie
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 13 Fumbus/sirrogue:
Spoiler:
Hourglass Card 13 Fumbus/sirrogue
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 14 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 14 Zetha/Chthonicthul
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 15 Harsk/Kulko:
Spoiler:
Hourglass Card 15 Harsk/Kulko
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 16 Estra/rhynndavrie:
Spoiler:
Hourglass Card 16 Estra/rhynndavrie
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 17 Fumbus/sirrogue:
Spoiler:
Hourglass Card 17 Fumbus/sirrogue
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 18 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 18 Zetha/Chthonicthul
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 19 Harsk/Kulko:
Spoiler:
Hourglass Card 19 Harsk/Kulko
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.
Hourglass Card 20 Estra/rhynndavrie:
Spoiler:
Hourglass Card 20 Estra/rhynndavrie
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 21 Fumbus/sirrogue:
Spoiler:
Hourglass Card 21 Fumbus/sirrogue
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 22 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 22 Zetha/Chthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 23 Harsk/Kulko:
Spoiler:
Hourglass Card 23 Harsk/Kulko
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 24 Estra/rhynndavrie:
Spoiler:
Hourglass Card 24 Estra/rhynndavrie
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 25 Fumbus/sirrogue:
Spoiler:
Hourglass Card 25 Fumbus/sirrogue
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 26 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 26 Zetha/Chthonicthul
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 27 Harsk/Kulko:
Spoiler:
Hourglass Card 27 Harsk/Kulko
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 28 Estra/rhynndavrie:
Spoiler:
Hourglass Card 28 Estra/rhynndavrie
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 29 Fumbus/sirrogue:
Spoiler:
Hourglass Card 29 Fumbus/sirrogue
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.

Location #1: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Blood Pool Card 1:
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.
Blood Pool Card 2:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Blood Pool Card 3:
Bastion Boots
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Blood Pool Card 4:
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.
Blood Pool Card 5:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

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

Blood Pool Card 6:
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.

Blood Pool Card 7:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Blood Pool Card 8:
Fox
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Blood Pool Card 9:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Blood Pool Card 10:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

Location #2: 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 ?: 1
Located/Displayed Here: Estra/rhynndavrie, Fumbus/sirrogue, None
Crypt Card 1:
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.
Crypt Card 2:
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.

Crypt Card 3:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Crypt Card 4:
Reefclaw
CotCT
Monster 1
Traits:
Aberration
Aquatic
To Defeat:
Combat 11
If this monster would be defeated, reroll.
Crypt Card 5:
Will-o'-wisp
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Crypt Card 6:
Plaguebearer
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Crypt Card 7:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Crypt Card 8:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Crypt Card 9:
Vampire
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#

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

Crypt Card 10:
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 #3: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/Kulko, None
Lair Card 1:
Attic Whisperer
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Lair Card 2:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Lair Card 3:
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Lair Card 4:
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.
Lair Card 5:
Enervation
CotCT
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.

Lair Card 6:
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.
Lair Card 7:
Magic Leather Armor
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Lair Card 8:
Cruel Longsword
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Lair Card 9:
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.
Lair Card 10:
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.

Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/Chthonicthul, None
Graveyard 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.
Graveyard Card 2:
Orc Rager
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Graveyard Card 3:
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.
Graveyard Card 4:
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.
Graveyard Card 5:
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.
Graveyard Card 6:
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.
Graveyard Card 7:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Graveyard Card 8:
Harpy
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Graveyard Card 9:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11

Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.

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

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
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.
Pits Card 2:
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.
Pits Card 3:
Concealed Hatch
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Pits Card 4:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

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

Pits Card 5:
Shield of Resistance
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Pits Card 6:
Dimensional Jump
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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

Pits Card 7:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 8:
Carrion Golem
CotCT
Story Bane 1
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 14
Immune to Attack, Mental, and Poison.
Before acting, discard the top card of your deck.
If undefeated, suffer the scourge Plagued.
Pits Card 9:
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.
Pits Card 10:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

Location #6: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None
Base Card 1:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
Base Card 2:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 3:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 4:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 5:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 6:
Pathfinder Chronicler
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?


Estra's Deckhandler

Turn 1, The Keep
Hour Power: When you would discard or bury an armor you play, you may recharge it instead.

Estra peers ahead to see what challenges are coming and gets a vision of a Symbol of Insanity. She takes a moment and talks it over with Fumbus before attempting to dispel the trap.

End of move step, examine Symbol of Insanity, just going to take that on during the free explore.

With a little Divine Insight, Estra moves forward having learned the path from her earlier vision. She approaches the symbol and whacks it a couple times with her staff in an attempt to disrupt it.

Symbol of Insanity-CtD: Divine 12: 1d10 + 5 + 2d6 ⇒ (1) + 5 + (1, 1) = 8 Box reroll first check of the scenario!
Symbol of Insanity-CtD: Divine 12: 1d10 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15 Success, banish.

It doesn't feel overly effective, but after a few more whacks, Estra feels the energy dispel. With the trap dealt with, Estra heads deeper into the Crypt, keeping an eye out for danger and maybe a few extra spells that might have power over a Lich.

Discard Urgathoa's Gluttony to explore.

Her searching quickly turns up a scroll of Mistform. Estra ponders the tactical options and decides it's worth spending some time studying the spell to be able to recreate it. She asks Fumbus if he can produce some light to help her see and he pulls out a flare, smiling.

Mistform-CtA: Divine 10: 1d10 + 5 + 1d4 ⇒ (7) + 5 + (1) = 13 Acquired!

The harsh alchemical lighting is a bit difficult to work with, but it's enough to give Estra a good idea on how to call up this spell if it's needed in the future. She tucks it away for further study.

Given the lighting, Estra decides to make use of her Harrow deck and see what Fumbus's future holds. (Invisible Wall, Reefclaw, and Will-o'-wisp). With the information relayed and where everything is pointed out, Estra takes a moment to collect her cards and prepare to move on.

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

Estra, Spiritual Counselor ends her turn.
Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Divine Insight: Divine 8: 1d10 + 5 ⇒ (3) + 5 = 8 -> Divine Insight recharged.
Zellara's Harrow Deck: Perception 12: 1d10 + 5 + 1d4 ⇒ (10) + 5 + (1) = 16 -> Zellara's Harrow Deck recharged.
Estra, Spiritual Counselor resets her hand.

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

Estra is about to stop her exploration...in fact she thought she did, but then realizes that the Invisible Wall can be dispelled. Pointing out where it is, Estra asks Fumbus for some assistance.

Fumbus's Acid Flask adds 2d4, Honaire adds 1d6+3

Invisible Wall-CtD: Perception 9: 3d4 + 1d6 + 3 ⇒ (1, 3, 1) + (1) + 3 = 9 Success, banished...free explore.

With the Wall fallen, Estra immediately realizes that the Reefclaw isn't going to wait for Fumbus to deal with it. She readies a Harrowstrike.

Reefclaw-CtD: Combat 11: 1d10 + 5 + 2d6 ⇒ (4) + 5 + (2, 5) = 16 Success #1.
Reefclaw-CtD: Combat 11: 1d10 + 5 + 2d6 ⇒ (2) + 5 + (4, 6) = 17 Success #2, banished!

Estra's strike lands squarely on the Reefclaw tossing it up in the air. Her follow up strike smashes it into the ground and slams it against nearby rocks.

With the wall dispelled and the Reefclaw eliminated, Estra shrugs at Fumbus and mentions there is a Will-o'-wisp ahead...

Estra, Spiritual Counselor attempts to recover Harrowstrike.
Harrowstrike: Divine 10: 1d10 + 5 ⇒ (6) + 5 = 11 -> Harrowstrike recharged.

Estra, Spiritual Counselor wrote:

Hand: Burst of Adrenaline, Mistform, Ghost Whip, Holy Light, Honaire,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 1
Box Reroll Used: Y
NOTES:
Available Support: Mistform - add 2d8 against a local obstacle or trap barrier
Burst of Adrenaline - 2 dice to local Str/Dex/Con
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magistrate, Staff of Dark Flame, Quilted Cloth Armor, Cure, Death Grip, Pharasma's Knowing, The Marriage, Gem of Mental Acuity, Idorii, Ausio Carowyn
Recharged: Zellara's Harrow Deck, Divine Insight, Harrowstrike,
Discard Pile: Urgathoa's Gluttony,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3

Favored Card: Honaire
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(□ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
□ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.


Update: At Crypt, banish card 1, 3, and 4. Acquired card 2.

Fumbus: Used one alchemical assistance and the Acid Flask. Will o' the wisp is known to be next.


OFFTURN: Fumbus spends Acid Flask and pitches Corrosion to aid Estra.

Acid Flask (Core): Craft 6: 1d8 + 6 ⇒ (7) + 6 = 13 -> Acid Flask (Core) recharged.

Turn 2, now is the hour of The Mountain Man.
While this is the hour:
On your Strength or Constitution check, you may recharge a card to reroll.

Fumbus stick close to old woman and spooky husband while poking around Crypt; blue mote float at Fumbus, but not in friendly way. Better hurl Tangleburn Bag at Card 5: Will-o'-wisp!

Will-o'-wisp CtD Combat 13: 1d8 + 6 + 2d8 ⇒ (5) + 6 + (3, 8) = 22 Success!

Fumbus burn up blue motey, but without more fighting, things maybe better rest behind odd couple.

Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Tangleburn Bag: Craft 12: 1d8 + 6 ⇒ (6) + 6 = 12 -> Tangleburn Bag recharged.

Fumbus, Fumbler wrote:

Hand: Ambrosia, Elixir of Focus, Potion of Focus, Fire Bolt, The Publican, Blessing of the Elements,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Potion/Elixir of Focus: +1d8+5 to local n/c check
Publican: 1 die, or 2 dice if Urban
BotElements: 1 die recharges if element invoked
Ambrosia: heal, scourge removal, 2d6 vs. local Outsider or Undead
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-3C used? YES
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Steel Ibis Lamellar, Fire Lance, Elixir of Energy Resistance, Burglar's Bracers, Light Crossbow (Core), The Carnival, Deathtrap in a Jar, Twitch Tonic, Antiplague
Recharged: Acid Flask (Core), Tangleburn Bag,
Discard Pile: Corrosion,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
☐ On your check that invokes Acid, Fire, or Poison, add 1d6. (☐ if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
☐ Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

UPKEEP:
Crypt Card 5 BANISHED.


Deckhandler

Turn 3: Zetha/The Worldbreaker

Explore Graveyard Card #1: Flanking Attack

First, a random other character has to encounter the danger
Random other character, Estra/Fumbus/Harsk: 1d3 ⇒ 2 Fumbus


Deckhandler

Zetha turn 3 continued:

One thing: at top of turn, Zetha draws Giant Fly and Enormous Reefclaw for character power[/ooc]

After Fumbus deals with the Danger, Zetha encounters it
Danger: 1d6 ⇒ 3 Zombie Minions
Combat 9 for first check to defeat Zombie Minions: 1d10 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Combat 17 for second check to defeat Zombie Minions, discarding Black Spot to make it Combat 13 and burying Blessing of the Master of Masters to Bless, not discarding because of Perils: 1d10 + 3 + 3 + 1d10 ⇒ (10) + 3 + 3 + (8) = 24 Success; defeated and both Danger and Barrier banished.

Discard Troubadour to explore Graveyard Card #2: Orc Rager
BYA Combat damage: 1d4 ⇒ 3 Display Stone Skin to eat damage.
Combat 16 to defeat Orc Rager, burying Blessing of Lamashtu to add 2d10: 1d10 + 3 + 3 + 2d10 ⇒ (3) + 3 + 3 + (4, 3) = 16 WHOAH! Success; defeated and banished

Discard Cat to explore Graveyard Card #3: Voidglass Armor
Constitution 9 to acquire Voidglass Armor, adding d4 because of Cat power: 1d6 + 1d4 ⇒ (6) + (1) = 7 Failure; banished

Reset hand and end turn, discarding Giant Fly as free discard
Arcane 6 to recharge Black Spot: 1d10 + 2 ⇒ (7) + 2 = 9 Recharged
Arcane 9 to recharge Stone Skin: 1d10 + 2 ⇒ (6) + 2 = 8 Discarded
Expensive turn...

Zetha wrote:

Hand: Mist Horn, Enormous Reefclaw (summoned), Potion of Healing, Blessing of the Starsong, Haste, Bound Lantern Archon, Eloquence,

Displayed: Ahtez,
Deck: 7 Discard: 4 Buried: 2
"Current Location: Graveyard
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessings, Mist Horn and Eloquence as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-3D?: N"

Spoiler:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier).


Banish Potion of Healing to heal: 1d4 ⇒ 4 Heal discard pile

Zetha wrote:

Hand: Mist Horn, Enormous Reefclaw (summoned), Blessing of the Starsong, Haste, Bound Lantern Archon, Eloquence,

Displayed: Ahtez,
Deck: 11 Discard: 0 Buried: 2
"Current Location: Graveyard
Hero Points Available/Used: 0/0"
"NOTES:
Available Support: Blessings, Mist Horn and Eloquence as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-3D?: N"

Spoiler:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier).


Which danger?: 1d6 ⇒ 3 Zombie Minions!

Fumbus only has one spell handy, exchange look with Estra hoping they can double team.

Fumbus takes the second fight:

Fumbus blast it with Bolts of Fire and toss a little acid (power) to boot.

Zombie Minions CtD Combat 17: 1d8 + 4 + 3d6 + 1d4 ⇒ (6) + 4 + (1, 2, 2) + (3) = 18 Success!

Fumbus, Fumbler attempts to recover all cards in their Recovery pile. Fire Bolt: Arcane 10: 1d8 + 4 ⇒ (2) + 4 = 6 -> Fire Bolt discarded.

If undefeated, each local character suffers 1d4 Poison damage.


Estra's Deckhandler

Estra sees the Zombies coming and calls down a holy light. It hits them hard and they stagger over to a trap Fumbus has prepared.

Zombie Minions-CtD: Combat 12: 1d10 + 5 + 2d12 ⇒ (2) + 5 + (11, 8) = 26 Successful combat, draw card - The Marriage.

Zetha ends her turn.
Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Holy Light: Divine 10: 1d10 + 5 ⇒ (6) + 5 = 11 -> Holy Light recharged.


Estra's Deckhandler
Estra, Spiritual Counselor wrote:

Hand: Burst of Adrenaline, Mistform, Ghost Whip, The Marriage, Honaire,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 1
Box Reroll Used: Y
NOTES:
Available Support: Mistform - add 2d8 against a local obstacle or trap barrier
Burst of Adrenaline - 2 dice to local Str/Dex/Con
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure, Gem of Mental Acuity, Quilted Cloth Armor, Death Grip, Magistrate, Idorii, Staff of Dark Flame, Pharasma's Knowing, Ausio Carowyn
Recharged: Zellara's Harrow Deck, Divine Insight, Harrowstrike, Holy Light,
Discard Pile: Urgathoa's Gluttony,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3

Favored Card: Honaire
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(□ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
□ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.



Ranger #6

Turn4: Harsk
The Hour is: Desna's Freedom
When this is the hour: On each check, the first blessing played to bless may be played freely.

When Harsk approaches the Lair he spots a ghostly Shape guarding the approach. Carefully looking around he spots a crevice to the left and decide to check that first for a way around the Monster. Unfortunately it prooves to be dead end.
HArsk turns around only to realize that the Attic Whisperer has followed him and is attacking with his wailing cries. Feeling a certain dizziness creep up he is still able to kill the ghost, but is forced to take a rest afterwards.

Examine Top Card of Lair - Attic Whisperer
Not interesting so shuffle

Card: 1d10 ⇒ 1
Explore and encounter Attic Whisperer
Since Random = Random, I assume the order is 2-10 from now on to keep things easy.

Wisdom 4: 1d6 + 1 ⇒ (1) + 1 = 2 --> Dazed
Combat 13: 1d6 + 1 + 1d6 + 4 + 1d8 ⇒ (5) + 1 + (4) + 4 + (4) = 18 --> Defeated
End Turn, nothing to reset.

Harsk of Kuslik wrote:

Hand: Magic Chain Shirt, The Savored Sting, Norgorber's Shadow, Sergeant-at-arms, Seeking Shortbow,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1 // Harsk of Kuslik has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.

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


NOTES:
Available Support: recharge Norgorbers Shadow for Stealth or Dex Checks

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Returning Throwing Axe, Gentleman Explorer, The Vision, Eries Yelloweyes, Magic Hide Armor, Heavy Crossbow, Boots of Friendly Terrain, Balmberry, Guide, Deathbane Light Crossbow +1, Seeking Longbow, Our Lord in Iron, Plaguebringer's Mask (Loot)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([ ] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([x] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Upkeep:
Lair #1 Banished


Estra's Deckhandler

Turn 4, The Lady of Mysteries
Hour Power: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

Estra heads further into the Crypt and spots a Plaguebearer quickly approaching. End of move step examine. Free explore to encounter.

She takes a moment to try and determine what is it's most likely plan of attack.

Plaguebearer-BYA: Perception 7: 1d10 + 5 ⇒ (1) + 5 = 6
Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Burst of Adrenaline for damage.

However she is completely unprepared for range attack and is winged with a rock. Estra sends in Honaire to distract it while she prepares a Ghost Whip spell.

Ghost Whip for combat, Honaire to add his 1d6+3

Plaguebearer-CtD: Combat 15: 1d10 + 5 + 2d6 + 1d6 + 3 ⇒ (9) + 5 + (5, 3) + (6) + 3 = 31 Success, draw Honaire back to hand.

Honaire easily is able to provide ample distractions for Estra to prepare and release the spell for its full effect. The Plaguebearer drops and Estra rearms before continuing to explore.

Estra, Spiritual Counselor ends her turn.
Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Ghost Whip: Perception 8: 1d10 + 5 ⇒ (8) + 5 = 13 -> Ghost Whip recharged discarded.
Estra, Spiritual Counselor resets her hand.

Estra, Spiritual Counselor wrote:

Hand: Honaire, Mistform, Death Grip, Idorii, The Marriage,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Hero Points: 1
Box Reroll Used: Y
NOTES:
Available Support: Mistform - add 2d8 against a local obstacle or trap barrier
Idorii - 1d4 to a local combat
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magistrate, Staff of Dark Flame, Quilted Cloth Armor, Ausio Carowyn, Cure, Pharasma's Knowing, Gem of Mental Acuity
Recharged: Zellara's Harrow Deck, Divine Insight, Harrowstrike, Holy Light, Ghost Whip,
Discard Pile: Urgathoa's Gluttony, Burst of Adrenaline,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3

Favored Card: Honaire
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(□ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
□ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.


Update: At Crypt, banished card 6


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Building the Vault: Start with all level 0, 1, 2, and 3 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 non-Veteran banes and you may remove any Level 0 non-Veteran, non-blessing boons.


When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

During This Scenario: 6-3D: Master of Risen Flesh

Harrow: The Keep - Suit: Hammers

The Perils: Unhallowed - On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

If the story bane Mysterious Relic is not displayed, you cannot guard.

The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.

When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.

When the Mysterious Relic is defeated, display it.

Additional Rules: Dangers

1) Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
2) Wight:

Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
3) Zombie Minions:

Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
4) Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.
5) Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
6) Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

Villain:
Lich (Trazavai)

Henchman (Closing)
Vampire
Mummy
Carrion Golem
Proxy A - Wights

Scenario Level (#): 3

Turn: 6, Fumbus/sirrogue

Random Cards:

Monsters
Spoiler:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

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

Spoiler:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.

Spoiler:
Boggart
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

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

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

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

Spoiler:
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:
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:
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.

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

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

Spoiler:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

Spoiler:
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.

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

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


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

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


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

Spoiler:
Elemental Treaty
CotCT
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
Display at your location. While displayed:
* When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
* When this location is closed, banish.

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
The 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.

Spoiler:
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.

Hour Power: No effect.

Current Hour:

Benefaction:
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.

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 1 Zetha/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 Harsk/Kulko:
Spoiler:
Hourglass Card 2 Harsk/Kulko
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 3 Estra/rhynndavrie:
Spoiler:
Hourglass Card 3 Estra/rhynndavrie
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hourglass Card 4 Fumbus/sirrogue:
Spoiler:
Hourglass Card 4 Fumbus/sirrogue
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 5 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 5 Zetha/Chthonicthul
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 6 Harsk/Kulko:
Spoiler:
Hourglass Card 6 Harsk/Kulko
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 7 Estra/rhynndavrie:
Spoiler:
Hourglass Card 7 Estra/rhynndavrie
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 8 Fumbus/sirrogue:
Spoiler:
Hourglass Card 8 Fumbus/sirrogue
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 9 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 9 Zetha/Chthonicthul
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 10 Harsk/Kulko:
Spoiler:
Hourglass Card 10 Harsk/Kulko
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 11 Estra/rhynndavrie:
Spoiler:
Hourglass Card 11 Estra/rhynndavrie
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 12 Fumbus/sirrogue:
Spoiler:
Hourglass Card 12 Fumbus/sirrogue
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 13 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 13 Zetha/Chthonicthul
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 14 Harsk/Kulko:
Spoiler:
Hourglass Card 14 Harsk/Kulko
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.
Hourglass Card 15 Estra/rhynndavrie:
Spoiler:
Hourglass Card 15 Estra/rhynndavrie
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 16 Fumbus/sirrogue:
Spoiler:
Hourglass Card 16 Fumbus/sirrogue
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Hourglass Card 17 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 17 Zetha/Chthonicthul
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 18 Harsk/Kulko:
Spoiler:
Hourglass Card 18 Harsk/Kulko
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 19 Estra/rhynndavrie:
Spoiler:
Hourglass Card 19 Estra/rhynndavrie
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Hourglass Card 20 Fumbus/sirrogue:
Spoiler:
Hourglass Card 20 Fumbus/sirrogue
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 21 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 21 Zetha/Chthonicthul
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 22 Harsk/Kulko:
Spoiler:
Hourglass Card 22 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 23 Estra/rhynndavrie
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 24 Fumbus/sirrogue:
Spoiler:
Hourglass Card 24 Fumbus/sirrogue
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.

Location #1: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Blood Pool Card 1:
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.
Blood Pool Card 2:
Spider Swarm
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Blood Pool Card 3:
Bastion Boots
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Blood Pool Card 4:
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.
Blood Pool Card 5:
Wand of Acid Burst
CotCT
Item 1
Traits:
Acid
Arcane
Attack
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat or Disable check, bury or banish to use Arcane + 2d4.

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

Blood Pool Card 6:
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.

Blood Pool Card 7:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Blood Pool Card 8:
Fox
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Blood Pool Card 9:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Blood Pool Card 10:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

Location #2: 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: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Estra/rhynndavrie, Fumbus/sirrogue, None
Crypt Card 1:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Crypt Card 2:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Crypt Card 3:
Vampire
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#

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

Crypt Card 4:
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 #3: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/Kulko, None
Lair Card 1:
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.
Lair Card 2:
Magic Leather Armor
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Lair Card 3:
Enervation
CotCT
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.

Lair Card 4:
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.
Lair Card 5:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Lair Card 6:
Hell Hound
CotCT
Monster 1
Traits:
Outsider
To Defeat:
Combat 10
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Lair Card 7:
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.
Lair Card 8:
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.
Lair Card 9:
Cruel Longsword
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

Location #4: Graveyard
Sacred
Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/Chthonicthul, None
Graveyard Card 1:
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.
Graveyard Card 2:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Graveyard Card 3:
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.
Graveyard Card 4:
Wight
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
Graveyard Card 5:
Harpy
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Graveyard Card 6:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11

Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.

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

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
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.
Pits Card 2:
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.
Pits Card 3:
Concealed Hatch
CotCT
Barrier 1
Traits:
Lock
To Defeat:
Strength 5
OR Disable 3
Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
If undefeated, reload this barrier into its location.
Pits Card 4:
Smoke Bomb
CotCT
Item 1
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 7
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character's Stealth.

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

Pits Card 5:
Shield of Resistance
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Pits Card 6:
Dimensional Jump
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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

Pits Card 7:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Pits Card 8:
Carrion Golem
CotCT
Story Bane 1
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 14
Immune to Attack, Mental, and Poison.
Before acting, discard the top card of your deck.
If undefeated, suffer the scourge Plagued.
Pits Card 9:
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.
Pits Card 10:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

Location #6: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None
Base Card 1:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
Base Card 2:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 3:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 4:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 5:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 6:
Pathfinder Chronicler
None
Supporter 0
Traits:
Human
Bard
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• [] You may bury to examine the top 3 cards of any location.
Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

151 to 200 of 1,003 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PACS] [Outpost III] Year of Rotting Ruin - City of Sails and Shrouds All Messageboards

Want to post a reply? Sign in.