[ACG] [CaG II] Sanctioned Curse of the Crimson Throne by Yewstance (Inactive)

Game Master Yewstance

PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT || SUPPORTERS

Turn Order:
1 - Heggal/kuey (#1004)
2 - Aric/AAUGHWHY (#1004)
3 - Ukuja/Bigguyinblack (#1011)
4 - Varian/Zalarian

Standard Supporter & Base Rules:
Supporters are a new type of support card representing helpful citizens of Korvosa and its environs; unlike allies or cohorts, they will not adventure with you. The Base is a special location used in many scenarios; it represents a safe place where characters can seek help from supporters.

You start the Adventure Path with no supporters. When a reward lets you rally a supporter, check it off on the Rallied Supporters card on the back of the Base. If you are required to uncheck a supporter, it no longer counts as rallied.

When a scenario lists the Base, set it out with the other locations as usual. When you build the locations, shuffle all of your rallied supporters into the Base; do not add story banes to it. The Base cannot be closed while it has cards in it, and can never have cards in it other than supporters. Characters may start at the Base and can move to and from it normally.

The Base counts as a location only for exploring, examining, and moving; it does not count as a location when counting locations or determining if villains can escape to it. If all other locations are closed, or the Base has neither cards in it nor characters at it, the Base closes automatically. (A simplified version of these rules appears on the Base as a reminder; these are the complete rules.)

You may play supporters from your hand only while you are at the Base. Once displayed next to your character, you may use their powers regardless of your location. If you move from the Base, shuffle any supporters in your hand into the Base. At the end of each scenario, return all supporters to the vault.

Each supporter has a feat similar to a character’s power feat. If a reward gives the party a supporter feat, check a box on a rallied supporter to gain access to that power. If the feat specifies a supporter, check it off on that supporter.

PACS/Sanctioned Supporter Rule Changes:
Each character has their own Rallied Supporters list. When the party rallies or unchecks a supporter or gains a supporter feat, each character does so on their own list. (When there is a choice, 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.


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deck handler

Out of Turn Updates:
On Aric's turn, take 1 Combat damage from Mammoth ==> Discard Elixir of Focus

"

Heggal (Life of the Party) wrote:

Hand: Ruan Mirukova, Jasan Adriel, Lookout, Lady Luck, Blessing of Angradd,

Displayed:
Deck: 16 Discard: 1 Buried: 0
Current Location: #1: Repository
Hero Points: 3
Tier.XP : 4.0
Reroll: No
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 perception
Ruan: +1d4 to local check and heal 1 if succeed
Jasan Adriel: +1d6 local non-combat Dip, Knowledge
Movement: If current location closes: #5: River

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Surgeon, Augury, The Fiend, Evangelist, Katana +1, Chain Mail (Core), Banner, Fireblade, Grappler's Mask, Cat-o'-Nine-Tails, Blessing of the Samurai, Blessing of Cayden Cailean, Retainer, Aqueous Orb, Dwarven War Shield, Standard Bearer
Recharged:
Discard Pile: Elixir of Focus,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☐ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

"


Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

Out of Turn Updates: End of Ukuja's turn, will use fly to examine following locations:
Dunes Card 2: Hippogriff Rider TRIGGER

Take 1 ranged combat damage discarding Mind's Eye Blade
River Card 1: Brute Force Shield
Will then fly to repository and discard Fly during recovery

Turn Order: Varian, Heggal, Aric, Ukuja

Turn - Hour: 6 - Hourglass Card 2 Varian/Zalarian Abadar's Law
Hour Rules: On your check to close or to guard, add 1d4.

SOT:
Draw #(4) Cards and recharge #(4) Cards
Draw: Life Drain#Core, Irori's Mastery, i1Zellara's Harrow Deck,
Ice Strike
Recharge: BotSpellbound, Binder's Tome, Ice Strike, Blessing of the Starsong

Will reveal Eando and then recharge Eando to examine card (Red War paint) and recharge wayfinder
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Shrine Card 2: Sands of the Hour
Shrine Card 3: Minotaur
Shrine Card 1 (Blackfingers)

Give Card: None
Move: Repository -> Shrine
Location Powers: On your Divine checks, add 2

Explore: Shrine Card 2: Sands of the Hour

Knowledge Check DC 4: 1d12 + 4 ⇒ (1) + 4 = 5 Auto Success

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.

Will discard Sands of the Hour to examine minotaur and explore
Explore: Shrine Card 3: Minotaur

Since not first Explore, avoid damage
Will discard Irori's Mastery due to honor-tested and add 3

Will use life drain and have Ukuja recharge Blessing of the Greenfaith

Arcane combat Check DC 15/35: 1d12 + 4 + 2d4 + 3 + 1d12 ⇒ (3) + 4 + (2, 1) + 3 + (9) = 22 Success

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.

Varian is healed for 1 (Mind's Eye Blade).

Varian ends his turn.

Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.

During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4. Heggal's Lookout adds d6
Perception Check DC 12: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4 No Success

Varian recharges spell Create Mindscape and then resets his hand.

Reminder of Scenario changes:
Keppira D'Bear Displayed: Add 1d4 to checks against Undead banes

The Harrow suit is Hammers.
Add 1d4 to Strength non-combat checks.
When you play your harrow, you may draw a weapon or an armor from your discards.
Harrow suit blessings are considered AD#

When you move to or from the Base without playing a boon to move, bury a boon.
When you succeed at a check to defeat by 20 or more, gain 1 respect point.
When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

"

Varian wrote:

Hand: Fire Snake, Byzantine Lexicon, Wayfinder#Core, Rodrick, Eando Kline, Salvator Scream, BotSpellbound,

Displayed:
Deck: 9 Discard: 7 Buried: 0
Hero Points: 2 // Varian has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.

NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Lexicon can add d8 to local wis check
Movement: Order for my movement: shrine, reading room, repository, river, dunes
Other: Loot Pref: Bl3/Sp3

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: Binder's Tome, Mind's Eye Blade, Force Missile#Core, Ice Strike, Ice and Fire, The Uprising, Blessing of the Starsong, Radovan
Recharged: Create Mindscape,
Discard Pile:Cleric of Nethys, BotG, Fly#Core, Sands of the Hour, Irori's Mastery, i1Zellara's Harrow Deck, Life Drain#Core,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Varian: Honor-Tested
Notes for Aric: Honor-Tested
Notes for Ukuja: Blessing used on Varian's turn
Additional Info 1: May cost moving to/away base; defeat by 20 for respect
Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
Heggal, Aric - Location #1: Repository 3-10 (Maiden displayed) remain // 3=Red War Paint
Varian - Location #2: Shrine 1,4-11 remain // 1=Blackfingers (Bl3)

Ukuja - Location #4: Dunes 2-10 remain // 2=Hippogriff Rider
Location #5: River 1-10 remain // 1=Brute Force Shield
Location #6: Base 3-4 remain // Thousand Bones, Trinia Sabor


Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

Heggal's Hour is Collapse and it occurs...

Random Location Collapses: 1d3 ⇒ 2 Shrine

Will use Firesnake and Heggal reveals lookout

Perception Check DC 6+4=10: 1d12 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8 Not Quite
Perception Check DC 6+4=10 PAIZO reroll: 1d12 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Success


During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.

  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points.)

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.

  • When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.

  • When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
  • You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

  • Keppira D'Bear: Add 1d4 to checks against Undead banes.

    Additional Rules: =
    THREAT LIST:

  • Danger: Each time you encounter the danger, randomly choose a new Critter story bane.
  • Villain: Red Reaver
  • Loot Ally Proxies: Lyrune-Quah Moon Maiden - Proxy A
  • Hourglass Non-Closing Henchmen: Collapse - Proxy B

    Scenario Level (#): 4

    Turn: 7, Heggal/kuey

    Random Cards:

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

    Spoiler:
    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:
    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.

    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:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.

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

    Spoiler:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

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

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

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

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

    Spoiler:
    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.

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

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

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

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


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

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

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

    Spoiler:
    Magic Full Plate
    Core
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 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.

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

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

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

    Spoiler:
    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:
    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.

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

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


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

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

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

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

    Spoiler:
    The 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.

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

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

    Hour Power:

    Current Hour:

    Henchman Proxy B4:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Aric/AAUGHWHY
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 2 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Ukuja/Bigguyinblack
    Torag's Power
    Core
    Blessing 1
    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
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Varian/Zalarian:
    Spoiler:
    Hourglass Card 3 Varian/Zalarian
    Torag's Power
    Core
    Blessing 1
    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
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 Heggal/kuey:
    Spoiler:
    Hourglass Card 4 Heggal/kuey
    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.
    Hourglass Card 5 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Aric/AAUGHWHY
    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 6 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Ukuja/Bigguyinblack
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 7 Varian/Zalarian:
    Spoiler:
    Hourglass Card 7 Varian/Zalarian
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 8 Heggal/kuey:
    Spoiler:
    Hourglass Card 8 Heggal/kuey
    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 9 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Aric/AAUGHWHY
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 10 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Ukuja/Bigguyinblack
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 11 Varian/Zalarian:
    Spoiler:
    Hourglass Card 11 Varian/Zalarian
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 12 Heggal/kuey:
    Spoiler:
    Hourglass Card 12 Heggal/kuey
    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 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Aric/AAUGHWHY
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 14 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Ukuja/Bigguyinblack
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 15 Varian/Zalarian:
    Spoiler:
    Hourglass Card 15 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 16 Heggal/kuey
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 17 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 Aric/AAUGHWHY
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 18 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Ukuja/Bigguyinblack
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 19 Varian/Zalarian:
    Spoiler:
    Hourglass Card 19 Varian/Zalarian
    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 20 Heggal/kuey:
    Spoiler:
    Hourglass Card 20 Heggal/kuey
    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 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Aric/AAUGHWHY
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 22 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Ukuja/Bigguyinblack
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 23 Varian/Zalarian:
    Spoiler:
    Hourglass Card 23 Varian/Zalarian
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    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.

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

    Repository Card 1:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Repository Card 2:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Repository Card 3:
    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.
    Repository Card 4:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
    Repository Card 5:
    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.
    Repository Card 6:
    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.
    Repository Card 7:
    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.
    Repository Card 8:
    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.

    Location #2: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 1 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: Varian/Zalarian, (VILLAIN)
    Shrine Card 1 (Blackfingers):
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Shrine Card 2:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Shrine Card 3:
    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.

    Shrine Card 4:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    Shrine Card 5:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Shrine Card 6:
    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.
    Shrine Card 7:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shrine Card 8:
    Red Reaver
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 25
    When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
    Shrine Card 9:
    Rajambari
    CotCT
    Monster 3
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 17
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Location #4: Dunes
    Wild
    At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
    When Closing: Acquire the top blessing of the hourglass.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    Dunes Card 1 (Hippogriff Rider):
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11

    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

    Dunes Card 2:
    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.
    Dunes Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Dunes Card 4:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution skills are 1d12+4.
    * On this character's Strength checks, add 1d4.
    * At the end of the turn, banish.

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

    Dunes Card 5:
    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.
    Dunes Card 6:
    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.
    Dunes Card 7:
    Marked Cards
    CotCT
    Item 3
    Traits:
    Magic
    Tool
    To Acquire:
    Intelligence
    Craft
    Disable 10
    Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.
    Dunes Card 8:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Dunes Card 9:
    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.


    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    River Card 1 (Brute Force Shield):
    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.
    River Card 2:
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    River Card 3:
    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.
    River Card 4:
    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.
    River Card 5:
    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.
    River Card 6:
    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.
    River Card 7:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    River Card 8:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    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.
    River Card 9:
    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.
    River Card 10:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Location #6: 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 ?: 2
    Located/Displayed Here: None
    Base Card 1 (Thousand Bones):
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 2 (Trinia Sabor):
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.


  • deck handler

    Out of Turn Updates: Nil
    Turn Order: Ukuja, Varian, Heggal, Aric,
    Turn: Turn 7: Collapse (resolved)
    Hour Power: NA
    SOT: Nil
    Give Card: Nil
    Move: Stay at #1: Repository
    Explore:

    #1: Red War Paint:

    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Reveal Ruan Mirukova for +1d4+2
    Melee DC7: 1d8 + 5 + 1d4 + 2 ⇒ (3) + 5 + (2) + 2 = 12 ==> Acquired

    Display Red War Paint.

    Discard Lady Luck to move to #2: Shrine, and explore again.

    #1: Blackfingers:

    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Reveal Ruan Mirukova for +1d4+2. Location +2.
    Divine DC8: 1d8 + 2 + 1d4 + 2 + 2 ⇒ (3) + 2 + (1) + 2 + 2 = 10 ==> Acquired

    Discard Blackfingers to explore again.

    #2: Brain Mold:

    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Reveal Ruan Mirukova for +1d4+2.
    Recharge Ruan Mirukova for +1d4.
    -1 per dice from Drained
    Wisdom DC7: 1d8 + 1d4 + 2 + 1d4 - 3 ⇒ (5) + (4) + 2 + (1) - 3 = 9 ==> Defeated

    Heal Lady Luck from using Ruan Mirukova

    End Turn: Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Jasan Adriel, Lookout, Blessing of Angradd, Dwarven War Shield, Lady Luck, Ruan Mirukova,

    Displayed: Red War Paint,
    Deck: 15 Discard: 2 Buried: 0
    Current Location: #2: Shrine
    Hero Points: 3
    Tier.XP : 4.0
    Reroll: No
    NOTES:
    Available Support: Blessings: Use as needed
    Lookout: +1d6 perception
    Jasan Adriel: +1d6 local non-combat Dip, Knowledge
    Ruan Mirukova: +1d4 and heal if succeed
    Movement: If current location closes: #5: River

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Fiend, Evangelist, Augury, Grappler's Mask, Surgeon, Blessing of the Samurai, Retainer, Fireblade, Katana +1, Aqueous Orb, Standard Bearer, Chain Mail (Core), Banner, Cat-o'-Nine-Tails, Blessing of Cayden Cailean
    Recharged:
    Discard Pile: Elixir of Focus, Blackfingers,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    ☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
    Notes for Varian: Honor-Tested
    Notes for Aric: Honor-Tested
    Notes for Ukuja: Blessing used on Varian's turn
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
    Aric - Location #1: Repository 2-8 (Maiden displayed) remain
    Varian, Heggal - Location #2: Shrine 3-9 remain

    Ukuja - Location #4: Dunes 1-9 remain // 1=Hippogriff Rider
    Location #5: River 1-10 remain // 1=Brute Force Shield
    Location #6: Base 1-2 remain // 1=Thousand Bones, 2=Trinia Sabor


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Hour is Rovagug's Destruction: On your check, you may banish a random blessing from your discards to bless.

    Start of turn, switch to TRR. Exchange Mask of TRR with Captain's Cutlass in Kit

    End of move step, examine top card of location: Basilisk. Use power to encounter it; discarding Hypnotist's Locket for Honor Tested

    Perception 6: 1d8 + 5 ⇒ (2) + 5 = 7 For the combat, reveal Captain's Cutlass to use Melee+1d6+1. Weapon Finesse gives me Melee: DEX+3.

    Combat 14: 1d10 + 1d6 + 10 ⇒ (4) + (4) + 10 = 18

    Taking free explore: Venomous Hand Crossbow

    Stealth 12: 1d10 + 5 ⇒ (1) + 5 = 6

    Poison Damage: 1d4 - 1 ⇒ (1) - 1 = 0

    Discard Dandy Brute to explore again. Shoanti Barbarian Hide. Fail check to acquire (all the checks are 12)

    Poison Damage: 1d4 - 1 ⇒ (3) - 1 = 2

    end turn. Examine top card of location: Enhance. Exchange Captain's Cutlass for Mask of TRR. Switch back to Aric

    Aric wrote:

    Hand: Quick-Change Mask, Lookout (Core), Blessing of the Ancients, Mask of the Red Raven, Cockroach Coat, Blessing of Abadar,

    Displayed:
    "Kit: Captain's Cutlass (Finesse), Shadowless Sword (Finesse), Clockwork Spy,
    Aric has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    "
    Deck: 7 Discard: 6 Buried: 1
    "NOTES:
    Available Support: Abadar: +2 dice vs barriers
    Movement: Dunes (if TRR)/Repository (if Aric) > Shrine > River
    Other: Respect Points: 0"

    Display Cockroach Coat

    "

    Aric wrote:

    Hand: Quick-Change Mask, Lookout (Core), Blessing of the Ancients, Mask of the Red Raven, Blessing of Abadar,

    Displayed: Cockroach Coat,
    Kit: Captain's Cutlass (Finesse), Shadowless Sword (Finesse), Clockwork Spy,
    Aric has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.


    Deck: 7 Discard: 6 Buried: 1
    NOTES:
    Available Support: Abadar: +2 dice vs barriers
    Movement: Dunes (if TRR)/Repository (if Aric) > Shrine > River
    Other: Respect Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sharper
    Recharged: Menacing Backsword +1 (Finesse), Psychic Detective, Ausio Carowyn, The Bear, Gambeson, Blessing of the Midnight Lord,
    Discard Pile: Rapier (Core, Finesse), Marianix Karn, Hypnotist's Locket, Dandy Brute, Mask of Stolen Mien, Lockpick Shield,
    Buried Pile: Blessing of Bastet,

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

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 [ooc]☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
    [ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
    [ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
    [ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
    Notes for Varian: Honor-Tested
    Notes for Aric: Honor-Tested
    Notes for Ukuja: Blessing used on Varian's turn
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
    Aric - Location #1: Repository 5-8 (Maiden displayed) remain // 5=Enhance
    Varian, Heggal - Location #2: Shrine 3-9 remain

    Ukuja - Location #4: Dunes 1-9 remain // 1=Hippogriff Rider
    Location #5: River 1-10 remain // 1=Brute Force Shield
    Location #6: Base 1-2 remain // 1=Thousand Bones, 2=Trinia Sabor


    Deck Handler Desired upgrades meh

    Torag's Power: When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    Start of turn place Hatchet in my kit and draw Cure from my kit. Move to Base burying Blackjack's Rapier. Explore base. Take and display Trinia Sabor. Remove Dazed scourge.

    cast Cure targeting self: 1d4 + 1 ⇒ (3) + 1 = 4

    Ukuja ends their turn. Riding Allosaurus is recharged from discard pile.

    Ukuja attempts to recover all cards in their Recovery pile.
    Cure: Divine 8: 1d10 + 4 ⇒ (6) + 4 = 10 -> Cure recharged.

    Ukuja resets their hand.

    Ukuja wrote:

    Hand: Wendifisa Spear, Blackjack's Gear, The Beating, Guide (Core), Hatchetbird, Blessing of the Green Faith (2), Hellknight of the Nail,

    Displayed: Leryn, Python, Keppira D'bear, Laori Vaus, White War Paint, Vencarlo Orisini, Trinia Sabor,
    Deck: 12 Discard: 2 Buried: 7
    "Current Location: Base
    Hero Points: 3
    Respect Points"
    "NOTES:
    Available Support: Folio Reroll:

    Blessings, Supporters, and healing are available for use.

    Keppira D'Bear: Display. While displayed:
    • On all checks against Undead banes, add 1d4.

    Vencarlo Orisini: • On any combat check, after the roll, you may bury to add 1d6
    • On any combat check, you may bury to reroll

    Trinia Sabor: * On any non-combat check, you may bury to add 1d4+#.

    Guide: On a local check to close or to guard, recharge to add 1d6.

    Hellknight of the Nail: On a local combat check against a non-villain bane, recharge to add 1d8. If the bane wouild be shuffled into its location, it may be reloaded into its location instead.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me
    Movement: Move me to Repository if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zon-kuthon's Pain, Blessing of the Green Faith (1), Dwarf Caiman, Angelstep, Raven, Blessing of the Elements, Sands of the Hour, Elk, Call Animal, Soothing Word
    Recharged: Riding Allosaurus, Cure,
    Discard Pile: Cauterize, Blessing of Milani,
    Buried Pile: Charm Animal, Ishani Dhatri, Neolandus Kalepopolis, Amin Jalento, Cressida Kroft, Blackjack's Daggers, Blackjack's Rapier,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.

    Took and displayed Trinia Sabor from Base.


    Varian and Heggal are both marked with Drained and Poisoned scourges, as they were at the Shrine when it got marked with both. Heggal should apply the Poisoned scourge to his hand reset.

    ==================================

    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.

  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points.)

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.

  • When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.

  • When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
  • You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

  • Keppira D'Bear: Add 1d4 to checks against Undead banes.

    Additional Rules: =
    THREAT LIST:

  • Danger: Each time you encounter the danger, randomly choose a new Critter story bane.
  • Villain: Red Reaver
  • Loot Ally Proxies: Lyrune-Quah Moon Maiden - Proxy A
  • Hourglass Non-Closing Henchmen: Collapse - Proxy B

    Scenario Level (#): 4

    Turn: 10, Varian/Zalarian

    Random Cards:

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

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

    Barriers
    Spoiler:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

    Spells
    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

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


    Spoiler:
    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:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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


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

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


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

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

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

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


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

    Spoiler:
    Wand of Restorative Touch
    CotCT
    Item 4
    Traits:
    Divine
    Healing
    Magic
    Wand
    To Acquire:
    Wisdom
    Divine 10
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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


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

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


    Spoiler:
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.

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

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

    Blessings
    Spoiler:
    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.

    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 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 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.

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

    Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    Current Hour:

    Torag's Power:
    Torag's Power
    Core
    Blessing 1
    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
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Heggal/kuey:
    Spoiler:
    Hourglass Card 1 Heggal/kuey
    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.
    Hourglass Card 2 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 2 Aric/AAUGHWHY
    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 3 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Ukuja/Bigguyinblack
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 4 Varian/Zalarian:
    Spoiler:
    Hourglass Card 4 Varian/Zalarian
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 5 Heggal/kuey:
    Spoiler:
    Hourglass Card 5 Heggal/kuey
    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 6 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 6 Aric/AAUGHWHY
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 7 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Ukuja/Bigguyinblack
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 8 Varian/Zalarian:
    Spoiler:
    Hourglass Card 8 Varian/Zalarian
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 9 Heggal/kuey:
    Spoiler:
    Hourglass Card 9 Heggal/kuey
    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 10 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 10 Aric/AAUGHWHY
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 11 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Ukuja/Bigguyinblack
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 12 Varian/Zalarian:
    Spoiler:
    Hourglass Card 12 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 13 Heggal/kuey
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 14 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 14 Aric/AAUGHWHY
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 15 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Ukuja/Bigguyinblack
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 16 Varian/Zalarian:
    Spoiler:
    Hourglass Card 16 Varian/Zalarian
    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 17 Heggal/kuey:
    Spoiler:
    Hourglass Card 17 Heggal/kuey
    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 18 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 18 Aric/AAUGHWHY
    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 19 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Ukuja/Bigguyinblack
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 20 Varian/Zalarian:
    Spoiler:
    Hourglass Card 20 Varian/Zalarian
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    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.

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

    Repository Card 1 (Enhance):
    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.
    Repository Card 2:
    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.
    Repository Card 3:
    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.
    Repository Card 4:
    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.

    Location #2: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Heggal/kuey, Varian/Zalarian, (VILLAIN)
    Shrine Card 1:
    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.

    Shrine Card 2:
    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.
    Shrine Card 3:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Shrine Card 4:
    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.
    Shrine Card 5:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shrine Card 6:
    Red Reaver
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 25
    When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
    Shrine Card 7:
    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.

    Location #4: Dunes
    Wild
    At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
    When Closing: Acquire the top blessing of the hourglass.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dunes Card 1 (Hippogriff Rider):
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11

    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

    Dunes Card 2:
    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.
    Dunes Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Dunes Card 4:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution skills are 1d12+4.
    * On this character's Strength checks, add 1d4.
    * At the end of the turn, banish.

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

    Dunes Card 5:
    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.
    Dunes Card 6:
    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.
    Dunes Card 7:
    Marked Cards
    CotCT
    Item 3
    Traits:
    Magic
    Tool
    To Acquire:
    Intelligence
    Craft
    Disable 10
    Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.
    Dunes Card 8:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Dunes Card 9:
    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.


    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    River Card 1 (Brute Force Shield):
    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.
    River Card 2:
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    River Card 3:
    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.
    River Card 4:
    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.
    River Card 5:
    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.
    River Card 6:
    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.
    River Card 7:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    River Card 8:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    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.
    River Card 9:
    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.
    River Card 10:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Location #6: 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 ?: 1
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    Base Card 1 (Thousand Bones):
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.


  • deck handler

    Retcon this post after defeating Brain Mold

    Did not heal Lady Luck. Instead, forgo healing from Ruan Mirukova to banish Poisoned.

    End Turn:
    Bury Blessing of Angradd to banish Drained.
    Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Jasan Adriel, Lookout, Dwarven War Shield, Ruan Mirukova, Cat-o'-Nine-Tails, Banner,

    Displayed: Red War Paint,
    Deck: 13 Discard: 3 Buried: 1
    Current Location: #2: Shrine
    Hero Points: 3
    Tier.XP : 4.0
    Reroll: No
    NOTES:
    Available Support: Blessings: Use as needed
    Lookout: +1d6 perception
    Jasan Adriel: +1d6 local non-combat Dip, Knowledge
    Ruan Mirukova: +1d4 and heal if succeed
    Banner: Display when anyone encounters Monster for +1 to all combat until fail to defeat bane
    Movement: If current location closes: #5: River

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Standard Bearer, Surgeon, Grappler's Mask, Retainer, Evangelist, Blessing of Cayden Cailean, Augury, Chain Mail (Core), Blessing of the Samurai, Katana +1, Aqueous Orb, Fireblade, The Fiend
    Recharged:
    Discard Pile: Elixir of Focus, Blackfingers, Lady Luck,
    Buried Pile: Blessing of Angradd,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    ☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    "


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: Poisoned and Drained on Heggal's turn. At the end of Ukuja's turn, Will discard Rodrick to draw Harrow deck and then use it
    Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
    Shrine Card 1: Dimensional Jump
    Shrine Card 2: Symbol of Agony
    Shrine Card 3: Flask of Curses

    During recovery, will discard Harrow Deck

    Turn Order: Varian, Heggal, Aric, Ukuja

    Turn - Hour: 10 - Torag's Power
    Hour Rules: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    SOT:

    Draw #(4) Cards and recharge #(4) Cards
    Draw: Blessing of the Starsong, Mind's Eye Blade, Ice Strike, Radovan
    Recharge: Eando Kline, Ice Strike, Blessing of the Starsong, Mind's Eye Blade

    Give Card: None

    Move: Stay at Shrine
    Location Powers: On your Divine checks, add 2.

    Will display Radovan

    Will discard Salvator Scream to draw top blessing (Hourglass Card 1 Heggal/kuey The Big Sky) AD 4

    The Big Sky:

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

    Will Recharge Wayfinder to move to Base and then examine the top 2 cards of your location deck (Thousand Bones).

    Will then use Base ability to remove Poisoned Scourge
    Explore: Base Card 1 (Thousand Bones)

    Thousand Bones:

    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.

    Will display Thousand bones and then bury to heal 1d4+1 cards
    Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2

    Will then discard The big Sky to move to Repository and explore
    Explore: Repository Card 1 (Enhance)

    Arcane Check DC 5: 1d12 + 4 - 1 ⇒ (6) + 4 - 1 = 9 Success

    "If I can't use my network of contacts to help up since we are not in the city, then I may as well use magic!" Radovan chuckles at the old wizard

    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.

    Varian ends his turn.
    Will bury divine card Blessing of Spellbound to remove drained scourge

    Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.

    Varian recharges spell Fly and then resets his hand revealing lexicon.

    Reminder of Scenario changes:
    Keppira D'Bear Displayed: Add 1d4 to checks against Undead banes

    The Harrow suit is Hammers.
    Add 1d4 to Strength non-combat checks.
    When you play your harrow, you may draw a weapon or an armor from your discards.
    Harrow suit blessings are considered AD#

    When you move to or from the Base without playing a boon to move, bury a boon.
    When you succeed at a check to defeat by 20 or more, gain 1 respect point.
    When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
    When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
    You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

    "

    Varian wrote:

    Hand: Byzantine Lexicon, Enhance, Life Drain#Core, Fire Snake, The Uprising, Mind's Eye Blade, Force Missile#Core, Wayfinder#Core,

    Displayed: Radovan,
    Deck: 7 Discard: 8 Buried: 1
    Hero Points: 2 // Varian has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Lexicon can add d8 to local wis check
    Force Missile can add to remote or local combat
    Enhance can help with a local skill for a round
    Movement: Order for my movement: shrine, reading room, repository, river, dunes
    Other: Loot Pref: Bl3/Sp3

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Ice and Fire, Eando Kline, Ice Strike, Blessing of the Starsong, Binder's Tome, Create Mindscape
    Recharged: Fly#Core,
    Discard Pile:Cleric of Nethys, BotG, Sands of the Hour, Irori's Mastery, i1Zellara's Harrow Deck, Rodrick, Salvator Scream, The Big Sky,
    Buried Pile:BotSpellbound,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    ☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
    Notes for Varian: Honor-Tested
    Notes for Aric: Honor-Tested
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
    Aric, Varian - Location #1: Repository 2-4 (Maiden displayed) remain
    Heggal - Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses

    Location #4: Dunes 1-9 remain // 1=Hippogriff Rider
    Location #5: River 1-10 remain // 1=Brute Force Shield
    Ukuja - Location #6: Base


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Ukuja, Varian, Heggal, Aric,
    Turn: Turn 11: The Big Sky
    Hour Power: At the start of your turn, you may remove 1 of your scourges. (Sigh...)
    SOT: Nil
    Give Card: Nil
    Move: Move to #4: Dunes
    Explore:

    #1: Hippogriff Rider:

    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

    Display Banner for +1.
    Suffer 1 Ranged Combat damage ==> Reveal Dwarven War Shield to reduce to 0
    Reveal Cat-o'-Nine-Tails for Melee+3d4.
    Reveal Lookout fpr +1d4+2
    1st Combat DC18: 1d8 + 5 + 3d4 + 1d4 + 2 ⇒ (8) + 5 + (4, 1, 2) + (2) + 2 = 24 ==> Success
    2nd Combat DC18: 1d8 + 5 + 3d4 + 1d4 + 2 ⇒ (2) + 5 + (2, 2, 4) + (4) + 2 = 21 ==> Defeated

    Discard Jasan Adriel to examine. Decide not to explore.
    #2: Fangs of Diomazul

    End Turn: Reset hand

    "

    Heggal (Life of the Party) wrote:

    Hand: Cat-o'-Nine-Tails, Dwarven War Shield, Lookout, Ruan Mirukova, Fireblade, Augury,

    Displayed: Red War Paint, Banner,
    Deck: 11 Discard: 4 Buried: 1
    Current Location: #4: Dunes
    Hero Points: 3
    Tier.XP : 4.0
    Reroll: No
    NOTES:
    Available Support: Blessings: Use as needed
    Lookout: +1d6 perception
    Ruan Mirukova: +1d4 and heal if succeed
    Banner: Displayed for +1 to all combat until fail to defeat bane
    Movement: If current location closes: #5: River

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Retainer, Katana +1, Chain Mail (Core), Standard Bearer, Surgeon, Blessing of Cayden Cailean, Evangelist, Aqueous Orb, Blessing of the Samurai, Grappler's Mask, The Fiend
    Recharged:
    Discard Pile: Elixir of Focus, Blackfingers, Lady Luck, Jasan Adriel,
    Buried Pile: Blessing of Angradd,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    ☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
    Notes for Varian: Honor-Tested
    Notes for Heggal: Banner displayed: all combat +1
    Notes for Aric: Honor-Tested
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
    Aric, Varian - Location #1: Repository 2-4 (Maiden displayed) remain
    Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses

    Heggal - Location #4: Dunes 2-9 remain // 2=Fangs of Diomazul
    Location #5: River 1-10 remain // 1=Brute Force Shield
    Ukuja - Location #6: Base


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Hour is Ukuja's Asmodeus's Tyranny (Varian drew Heggal's The Big Sky during his turn, so Heggal's Hour should have been my All-Seeing Eye): When you fail a check, you may bury your hand and discards to reroll.

    Start of turn, switch to TRR and exchange Mask of TRR with Shadowless Sword

    Aric moves over to the Dunes, suiting up along the way.

    End of move step, examine top card of location. Find Fangs of Diomazul. Exchange Quick Change Mask with Clockwork Spy in kit

    As he arrives, he notices Card 2: Fangs of Diomazul just barely jutting out of the sand, poised to clamp down on an unsuspecting victim.

    Acrobatics 11: 1d10 + 1d4 + 5 ⇒ (6) + (3) + 5 = 14

    "You have passed the first part of the test."

    The Red Raven turns around to find another one of the Moon-Maidens. "Y'know, you don't need to test us this much. We're here to help with your-". The Red Raven is cut off by an Enormous Reefclaw emerging from below the sand. Display Clockwork Spy to examine then explore again. For the check to acquire, summon and encounter a monster. [b]Heggal and TRR each take 1 combat damage Discard Lookout for my damage. For the combat, Reveal Shadowless Sword to use Melee: DEX+1d8+2; Summoned Monster adds 1d8. Weapon Finesse gives me Melee: DEX+3. Banner adds 1. Honor-Tested makes me discard a card and add 3. Discard Blessing of the Ancients.

    Combat 19: 1d10 + 2d8 + 12 ⇒ (7) + (6, 1) + 12 = 26 Reefclaw makes me reroll
    Combat 19: 1d10 + 2d8 + 12 ⇒ (2) + (2, 2) + 12 = 18 Requesting Vencarlo Orisini to reroll
    Combat 19: 1d10 + 2d8 + 12 ⇒ (7) + (2, 4) + 12 = 25

    "You have passed the test. Display Moon-Maiden next to location.

    End turn. End of turn, examine top card of location: Giant Form. Switch back to Aric.

    "

    Aric wrote:

    Hand: Ausio Carowyn, Sharper, Menacing Backsword +1 (Finesse), Shadowless Sword (Finesse), Psychic Detective, Blessing of Abadar,

    Displayed: Cockroach Coat, Clockwork Spy,
    Kit: Captain's Cutlass (Finesse), Quick-Change Mask, Mask of the Red Raven,
    Aric has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.


    Deck: 3 Discard: 8 Buried: 1
    NOTES:
    Available Support: Abadar: +2 dice vs barriers
    Movement: Dunes (if TRR)/Repository (if Aric) > Shrine > River
    Other: Respect Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: The Bear, Gambeson, Blessing of the Midnight Lord,
    Discard Pile: Rapier (Core, Finesse), Marianix Karn, Hypnotist's Locket, Dandy Brute, Mask of Stolen Mien, Lockpick Shield, Lookout (Core), Blessing of the Ancients,
    Buried Pile: Blessing of Bastet,

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

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 [ooc]☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
    [ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
    [ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
    [ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
    Notes for Varian: Honor-Tested
    Notes for Heggal: Banner displayed: all combat +1
    Notes for Aric: Honor-Tested
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
    Aric, Varian - Location #1: Repository 2-4 (Maiden displayed) remain
    Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses

    Heggal, Aric - Location #4: Dunes 4-9 (Maiden Displayed) remain // 4=Giant Form (Spell 4)
    Location #5: River 1-10 remain // 1=Brute Force Shield
    Ukuja - Location #6: Base


    Deck Handler Desired upgrades meh

    The First: When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.

    Start of turn put The Beating in my kit and draw Stone Axe +1 from it.

    Ukuja moves to Repository. Bury Stone Axe +1.

    Repository Card 2: 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.

    Stealth 9 recharging Blackjack's Gear: 1d10 + 1d8 + 3 ⇒ (2) + (4) + 3 = 9

    Discard Hatchetbird to move to River and explore. Banish Brute Force Shield. Discard Hellknight of the Nail to explore.

    River Card 2: The Crows:

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

    stealth 4 +4: 1d10 + 3 ⇒ (4) + 3 = 7

    Ukuja wrote:

    Hand: Wendifisa Spear, Zon-kuthon's Pain, Sands of the Hour, Guide (Core), Blessing of the Elements, Blessing of the Green Faith (2), Soothing Word,

    Displayed: Leryn, Python, Keppira D'bear, Laori Vaus, White War Paint, Vencarlo Orisini, Trinia Sabor,
    Deck: 9 Discard: 4 Buried: 8
    "Current Location: River
    Hero Points: 3
    Respect Points"
    "NOTES:
    Available Support: Folio Reroll:

    Blessings, Supporters, and healing are available for use.

    Keppira D'Bear: Display. While displayed:
    • On all checks against Undead banes, add 1d4.

    Vencarlo Orisini: • On any combat check, after the roll, you may bury to add 1d6
    • On any combat check, you may bury to reroll

    Trinia Sabor: * On any non-combat check, you may bury to add 1d4+#.

    Guide: On a local check to close or to guard, recharge to add 1d6.

    Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

    Sands of the Hour: On any check using a skill listed in the hour’s check to acquire, recharge to bless.

    Zon-Kuthon's Pain: On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Movement: Move me to Repository if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith (1), Angelstep, Raven, Elk, Call Animal, Dwarf Caiman
    Recharged: Riding Allosaurus, Cure, Blackjack's Gear,
    Discard Pile: Hatchetbird, Hellknight of the Nail, Cauterize, Blessing of Milani,
    Buried Pile: Charm Animal, Ishani Dhatri, Neolandus Kalepopolis, Amin Jalento, Cressida Kroft, Blackjack's Daggers, Blackjack's Rapier, Stone Axe +1,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.

    Repository Card 2 banished.
    River cards 1 and 2 banished.

    Base is closed.


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: Varian must contend with Biting Tigers on Ukuja's turn

    Will have Radovan deal with the Tigers by reloading him

    Knowledge Check DC 9/29: 1d12 + 4 + 4 ⇒ (4) + 4 + 4 = 12 Auto Success

    Repository Card 2: 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.
    \

    Turn Order: Varian, Heggal, Aric, Ukuja

    Turn - Hour: 14 - Hourglass Card 5 Heggal/kuey
    The Sickness

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

    SOT:

    Draw #(4) Cards and recharge #(4) Cards
    Draw: Radovan, Ice and Fire, Blessing of the Starsong, Ice Strike
    Recharge: Force Missile#Core, Ice and Fire, Ice Strike, Mind's Eye Blade

    Will display Radovan

    Give Card: None
    Move: Stay at repository
    Location Powers: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    Explore: Repository Card 3: Phantasmal Apparition

    Will reload Radovan to help with barrier
    Honestly not sure if I can use Radovan to use knowledge at lower number if Knowledge is already a choice..made check either way
    Knowledge Check DC 4+4=8: 1d12 + 4 + 4 ⇒ (3) + 4 + 4 = 11 Success

    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

    Examine last card and determine to be The Unveiling; will leave with someone with more suited skills to deal with

    Will Recharge Wayfinder to move to Dunes and then examine the top 2 cards of your location deck.
    Dunes Card 4: Giant Form
    Dunes Card 5: Master of Masters

    Location Powers: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
    Will discard the Uprising to explore
    Explore: Dunes Card 4: Giant Form

    Will display Enhance and apply to arcane
    Arcane Check DC 13: 1d12 + 4 + 1 + 4 ⇒ (1) + 4 + 1 + 4 = 10 Not Quite
    Will spend hero point to reroll
    Arcane Check DC 13 PAIZO reroll: 1d12 + 4 + 1 + 4 ⇒ (8) + 4 + 1 + 4 = 17 Success

    Giant Form:

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

    Will discard blessing of the starsong to explore again
    Explore: Dunes Card 5: Master of Masters

    Will use fire snake along with enhance
    Arcane Check DC 8: 1d12 + 4 + 1 + 4 ⇒ (8) + 4 + 1 + 4 = 17 Auto Success

    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.

    Varian ends his turn.

    Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.

    Varian recharges spell Enhance and then resets his hand.

    Reminder of Scenario changes:
    Keppira D'Bear Displayed: Add 1d4 to checks against Undead banes

    The Harrow suit is Hammers.
    Add 1d4 to Strength non-combat checks.
    When you play your harrow, you may draw a weapon or an armor from your discards.
    Harrow suit blessings are considered AD#

    When you move to or from the Base without playing a boon to move, bury a boon.
    When you succeed at a check to defeat by 20 or more, gain 1 respect point.
    When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
    When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
    You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

    Will display Radovan after Heggal's SOT

    "

    Varian wrote:

    Hand: Life Drain#Core, Create Mindscape, Byzantine Lexicon, Binder's Tome, Eando Kline, Giant Form, Master of Masters,

    Displayed: Radovan,
    Deck: 6 Discard: 12 Buried: 1
    Hero Points: 2 // Varian has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Lexicon can add d8 to local wis check
    Giant form helps local character
    binder's tome d4 mental to cha, combat
    Create Mindscape adds d4 int,wis,cha at a location until closed
    Movement: Order for my movement: shrine, reading room, repository, river, dunes
    Other: Loot Pref: Bl3/Sp3

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: 0
    Recharged: Fly#Core, Force Missile#Core, Ice and Fire, Ice Strike, Mind's Eye Blade, Enhance,
    Discard Pile:Cleric of Nethys, BotG, Sands of the Hour, Irori's Mastery, i1Zellara's Harrow Deck, Rodrick, Salvator Scream, The Big Sky, Wayfinder#Core, The Uprising, Blessing of the Starsong, Fire Snake,
    Buried Pile:BotSpellbound,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    ☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
    Notes for Varian: Honor-Tested; reroll used; HP used
    Notes for Heggal: Banner displayed: all combat +1
    Notes for Aric: Honor-Tested
    Notes for Ukuja: Vencarlo used
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
    Ukuja - Location #1: Repository 4 (Maiden displayed) remain // 4=The Unveiling
    Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses
    Heggal, Aric, Varian - Location #4: Dunes 6-9 (Maiden Displayed) remain
    Location #5: River 3-10 remain


    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.

  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points.)

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.

  • When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.

  • When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
  • You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

  • Keppira D'Bear: Add 1d4 to checks against Undead banes.

    Additional Rules: =
    THREAT LIST:

  • Danger: Each time you encounter the danger, randomly choose a new Critter story bane.
  • Villain: Red Reaver
  • Loot Ally Proxies: Lyrune-Quah Moon Maiden - Proxy A
  • Hourglass Non-Closing Henchmen: Collapse - Proxy B

    Scenario Level (#): 4

    Turn: 15, Heggal/kuey

    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:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

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

    Spoiler:
    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.

    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.


    Barriers
    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:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.

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

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

    Spoiler:
    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.

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

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


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

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

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


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

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

    Spoiler:
    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:
    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:
    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:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

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

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

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


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

    Allies
    Spoiler:
    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:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    To Acquire:
    Wisdom
    Survival 11
    OR Divine 9
    At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    Spoiler:
    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.

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

    Blessings
    Spoiler:
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.

    Spoiler:
    The 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.

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

    Spoiler:
    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 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.

    Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.

    Current Hour:

    The Joke:
    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.

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Aric/AAUGHWHY
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 2 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Ukuja/Bigguyinblack
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 3 Varian/Zalarian:
    Spoiler:
    Hourglass Card 3 Varian/Zalarian
    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 4 Heggal/kuey:
    Spoiler:
    Hourglass Card 4 Heggal/kuey
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 5 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Aric/AAUGHWHY
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 6 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Ukuja/Bigguyinblack
    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 7 Varian/Zalarian:
    Spoiler:
    Hourglass Card 7 Varian/Zalarian
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 8 Heggal/kuey:
    Spoiler:
    Hourglass Card 8 Heggal/kuey
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 9 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Aric/AAUGHWHY
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 10 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Ukuja/Bigguyinblack
    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 11 Varian/Zalarian:
    Spoiler:
    Hourglass Card 11 Varian/Zalarian
    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 12 Heggal/kuey:
    Spoiler:
    Hourglass Card 12 Heggal/kuey
    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 13 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Aric/AAUGHWHY
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 14 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Ukuja/Bigguyinblack
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    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.

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

    Repository Card 1 (The Unveiling):
    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.

    Location #2: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: (VILLAIN)
    Shrine Card 1 (Dimensional Jump):
    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.

    Shrine Card 2 (Symbol of Agony):
    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.
    Shrine Card 3 (Flask of Curses):
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Shrine Card 4:
    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.
    Shrine Card 5:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shrine Card 6:
    Red Reaver
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 25
    When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
    Shrine Card 7:
    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.

    Location #4: Dunes
    Wild
    At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
    When Closing: Acquire the top blessing of the hourglass.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Varian/Zalarian, Lyrune-Quah Moon Maiden displayed
    Dunes Card 1:
    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.
    Dunes Card 2:
    Marked Cards
    CotCT
    Item 3
    Traits:
    Magic
    Tool
    To Acquire:
    Intelligence
    Craft
    Disable 10
    Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.
    Dunes Card 3:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Dunes Card 4:
    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.


    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    River Card 1:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    River Card 2:
    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.
    River Card 3:
    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.
    River Card 4:
    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.
    River Card 5:
    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.
    River Card 6:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    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.
    River Card 7:
    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.
    River Card 8:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.


  • deck handler

    Out of Turn Updates: Nil
    Turn Order: Ukuja, Varian, Heggal, Aric,
    Turn: Turn 15: The Joke
    Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die. (Yup, with Heggal's intelligence, that is indeed a joke. :) )
    SOT: Nil
    Give Card: Nil
    Move: Stay at #4: Dunes
    Explore:
    Forgo first exploration to reveal Lookout to heal Aric for 1d4 + 1 ⇒ (4) + 1 = 5, then discard

    End Turn: Reset hand

    "

    Heggal (Life of the Party) wrote:

    Hand: Cat-o'-Nine-Tails, Fireblade, Augury, Dwarven War Shield, Ruan Mirukova, Blessing of the Samurai,

    Displayed: Red War Paint, Banner,
    Deck: 10 Discard: 5 Buried: 1
    Current Location: #4: Dunes
    Hero Points: 3
    Tier.XP : 4.0
    Reroll: No
    NOTES:
    Available Support: Blessings: Use as needed
    Ruan Mirukova: +1d4 and heal if succeed
    Banner: Displayed for +1 to all combat until fail to defeat bane
    Movement: If current location closes: #5: River

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Mail (Core), Retainer, Evangelist, The Fiend, Aqueous Orb, Surgeon, Blessing of Cayden Cailean, Katana +1, Grappler's Mask, Standard Bearer
    Recharged:
    Discard Pile: Elixir of Focus, Blackfingers, Lady Luck, Jasan Adriel, Lookout,
    Buried Pile: Blessing of Angradd,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    ☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (15)
    Notes for Varian: Honor-Tested; reroll used; HP used
    Notes for Heggal: Banner displayed: all combat +1
    Notes for Aric: Honor-Tested; Heggal healed for 5
    Notes for Ukuja: Vencarlo used
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
    Ukuja - Location #1: Repository 1 (Maiden displayed) remain // 1=The Unveiling
    Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses

    Heggal, Aric, Varian - Location #4: Dunes 1-4 (Maiden Displayed) remain
    Location #5: River 1-8 remain


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Hour is Collapse

    Random Occupied Location: 1d2 ⇒ 1 Everyone at the Dunes summons and encounters it

    "

    Collapse:
    Collapse
    Story Bane Barrier 0

    Traits
    Obstacle
    Veteran

    Check
    Dexterity
    Wisdom
    8+#
    OR
    Acrobatics
    Perception
    6+#

    Powers
    If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

    "

    For my check, Reveal Shadowless Sword to add 1d8 to my Perception

    Perception 10: 2d8 + 3 ⇒ (3, 7) + 3 = 13

    Pausing turn so Varian and Heggal can make their checks. I've got Blessing of Abadar to add 2 dice to your check, if needed.


    deck handler

    Out of Turn Updates:
    On Aric's turn, encounter Collapse
    Reveal Ruan Mirukova for +1d4+2
    Wisdom DC8+4: 1d8 + 1d4 + 2 ⇒ (2) + (1) + 2 = 5 ==> Fail
    Combat damage: 1d4 ⇒ 1
    Reveal Dwarven War Shield to reduce by 2, i.e. to 0

    Reveal Ruan Mirukova for +1d4+2
    Strength DC5+4: 1d8 + 3 + 1d4 + 2 ⇒ (3) + 3 + (4) + 2 = 12 ==> Success, so no Entangled

    Banner recharged

    "

    Heggal (Life of the Party) wrote:

    Hand: Cat-o'-Nine-Tails, Fireblade, Augury, Dwarven War Shield, Ruan Mirukova, Blessing of the Samurai,

    Displayed: Red War Paint,
    Deck: 11 Discard: 5 Buried: 1
    Current Location: #4: Dunes
    Hero Points: 3
    Tier.XP : 4.0
    Reroll: No
    NOTES:
    Available Support: Blessings: Use as needed
    Ruan Mirukova: +1d4 and heal if succeed
    Banner: Displayed for +1 to all combat until fail to defeat bane
    Movement: If current location closes: #5: River

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Surgeon, The Fiend, Katana +1, Aqueous Orb, Chain Mail (Core), Evangelist, Grappler's Mask, Retainer, Standard Bearer
    Recharged: Banner,
    Discard Pile: Elixir of Focus, Blackfingers, Lady Luck, Jasan Adriel, Lookout,
    Buried Pile: Blessing of Angradd,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☐+3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    ☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    "


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    For collapse, will reload Radovan, use Master of Masters to bless twice, and Create Mindscape will be displayed.

    Knowledge/Perception/Int Check DC 6+4=10/30: 1d12 + 4 + 4 + 2d12 + 1d4 ⇒ (7) + 4 + 4 + (9, 10) + (3) = 37 Success; Varian gains a respect point


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    After the collapses, my Hour should be Ukuja's Urgathoa's Gluttony, since Heggal failing to defeat the collapse triggers the location effect. Urgathoa's Gluttony: On your check to acquire a boon, add 1d6; if you succeed, bury the boon

    Start of turn, switch to TRR. Exchange Menacing Backsword with Quick-Change Mask in kit

    End of move step, examine top card of location. Find Inquisitor Devil; use power to encounter it

    Aric takes advantage of all the dust and rubble kicked up by the collapses to suit up. He spots an Card 1: Inquisitor Devil lurking above that was no-doubt the culprit and takes off in pursuit. Honor Tested makes me discard a card to add 3; discard Sharper. Reveal Shadowless Sword to use Melee+1d6+2. Weapon Finesse gives me Melee: DEX+3. Melee Resistance subtracts 4 from check. Banish Clockwork Spy to add 1d6

    Combat 17: 1d10 + 2d6 + 11 - 4 ⇒ (3) + (5, 2) + 11 - 4 = 17

    The Red Raven catches up to the devil and takes care of it. He searches the body and finds a deck of Card 2: Marked Cards

    INT 10: 1d8 + 1d6 ⇒ (7) + (5) = 12 Hour makes me bury them

    Now is not the time for gambling; The Red Raven stashes them for later. The Red Raven scans the horizon as his Psychic Detective colleague chimes in on the tele-phone and informs him of a Card 3: Thundering Earthbreaker nearby. It's way too heavy for his upper body strength tastes and asks for any other intel. Ausio Carowyn speaks up on the line and informs him of a scroll of Card 4: Magical Mansion nearby. Much lighter! Discard Psychic Detective to examine then explore Thundering Earthbreaker, banish it. Discard Ausio Carowyn to explore again

    INT 8: 1d8 + 1d6 ⇒ (2) + (1) = 3

    The Red Raven can't find the scroll. Perhaps it got buried during the collapse. He is able to find a holy symbol of Top blessing of hourglass: Varian's The Lucky Drunk. Attempt to acquire top blessing of hourglass to close. Recharge Quick-Change Mask to use Stealth

    Divine (Stealth) 8: 1d10 + 1d6 + 1d4 + 5 ⇒ (5) + (2) + (4) + 5 = 16 Hour makes me bury it

    TRR and Heggal move to River
    Varian moves to Shrine

    End of turn, Examine top card of location. Find Moon Maiden. Switch back to Aric

    "

    Aric wrote:

    Hand: Marianix Karn, The Bear, Blessing of the Midnight Lord, Shadowless Sword (Finesse), Rapier (Core, Finesse), Blessing of Abadar,

    Displayed: Cockroach Coat,
    Kit: Captain's Cutlass (Finesse), Menacing Backsword +1 (Finesse), Mask of the Red Raven,
    Aric has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.


    Deck: 5 Discard: 6 Buried: 3
    NOTES:
    Available Support: Abadar: +2 dice vs barriers
    Movement: Dunes (if TRR)/Repository (if Aric) > Shrine > River
    Other: Respect Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lookout (Core), Hypnotist's Locket, Mask of Stolen Mien, Gambeson
    Recharged: Quick-Change Mask,
    Discard Pile: Sharper, Psychic Detective, Ausio Carowyn, Dandy Brute, Lockpick Shield, Blessing of the Ancients,
    Buried Pile: Blessing of Bastet, Marked Cards, The Lucky Drunk,

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

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 [ooc]☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
    [ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
    [ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
    [ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (15)
    Notes for Varian: Honor-Tested; reroll used; HP used; 1 respect point
    Notes for Aric: Honor-Tested; Heggal healed for 5
    Notes for Ukuja: Vencarlo used
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted
    Location #1: Repository 1 (Maiden displayed) remain // 1=The Unveiling
    Varian - Location #2: Shrine 1-7 remain // 1= Dimensional Jump, 2=Symbol of Agony, 3=Flask of Curses

    Ukuja, Heggal, Aric - Location #5: River 1-8 remain // 1=Moon Maiden

    Hourglass off by 2. Top card of Hourglass is Heggal's Card 4


    Deck Handler Desired upgrades meh

    Getting Heggal's hour on my turn. The Desert: When this is the hour: When you move during your move step, bury a card.

    Start of turn put Soothing Word in kit and draw Fire Gecko from it.

    River Card 1: Henchman Proxy A1 Lyrune-Quah Moon Maiden:
    Lyrune-Quah Moon Maiden
    Ally 5

    Traits:
    Loot
    Human
    Barbarian
    Respect

    Check:
    Charisma
    Diplomacy
    11
    OR
    Summon and defeat a Monster

    Powers:
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.

    Discard to examine the top card of your location, then you may explore. This exploration, on all combat and Fortitude checks, add 3.

    Summon and encounter random monster #1 Diseased Rats.

    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.

    survival 9 recharging Sands of the Hour: 2d10 + 6 ⇒ (9, 4) + 6 = 19

    Display Lyrune-Quah Moon Maiden next to River. Gain Honer Tested. Discard Zon-kuthon's Pain to explore.

    River Card 2: 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.

    Can't defeat it. Banish it instead. Discard Guide to explore.

    River Card 3: 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.

    divine 7: 1d10 + 4 ⇒ (4) + 4 = 8

    End turn. Hatchetbird recharges from discard pile.

    Ukuja wrote:

    Hand: Wendifisa Spear, Aspect of the Monkey, Elk, Blessing of the Green Faith (1), Blessing of the Elements, Blessing of the Green Faith (2), Fire Gecko,

    Displayed: Leryn, Python, Keppira D'bear, Laori Vaus, White War Paint, Trinia Sabor,
    Deck: 9 Discard: 5 Buried: 9
    "Current Location: River
    Hero Points: 3
    Respect Points // Ukuja has the following scourges marked:
    Honor-Tested:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

    "
    "NOTES:
    Available Support: Folio Reroll:

    Blessings, Supporters, and healing are available for use.

    Keppira D'Bear: Display. While displayed:
    • On all checks against Undead banes, add 1d4.

    Trinia Sabor: * On any non-combat check, you may bury to add 1d4+#.

    Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

    Movement: Move me to Repository if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dwarf Caiman, Angelstep, Call Animal, Raven
    Recharged: Riding Allosaurus, Cure, Blackjack's Gear, Sands of the Hour, Hatchetbird,
    Discard Pile: Hellknight of the Nail, Zon-kuthon's Pain, Cauterize, Guide (Core), Blessing of Milani,
    Buried Pile: Charm Animal, Ishani Dhatri, Neolandus Kalepopolis, Amin Jalento, Cressida Kroft, Blackjack's Daggers, Blackjack's Rapier, Stone Axe +1, Vencarlo Orisini,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.

    River Card 1 Lyrune-Quah Moon Maiden displayed next to River.
    River card 2 banished.
    River card 3 acquired.

    Random monster #1 banished.

    Next blessing is Hourglass Card 5 Aric/AAUGHWHY.


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: None
    Turn Order: Varian, Heggal, Aric, Ukuja

    Turn - Hour: 18 - Proxy for Collapse
    Collapse at shrine or River: 1d2 ⇒ 2 Occurs at river; others must deal with collapse


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Collapse during Varian's turn

    Perception 10, revealing Shadowless Sword: 2d8 + 3 ⇒ (7, 7) + 3 = 17


    Deck Handler Desired upgrades meh

    perception 6 +4 discarding Aric's Blessing of Abadar: 3d10 + 5 ⇒ (1, 2, 3) + 5 = 11

    Used Aric's Blessing of Abadar.


    botting Heggal's check revealing ally...Ukuja recharges blessing green faith for a die
    Wisdom Check DC 8+4=12: 1d8 + 1d4 + 2 + 1d8 ⇒ (7) + (4) + 2 + (7) = 20 Success

    Collapse:
    Collapse
    Story Bane Barrier 0

    Traits
    Obstacle
    Veteran

    Check
    Dexterity
    Wisdom
    8+#
    OR
    Acrobatics
    Perception
    6+#

    Powers
    If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Continuing turn...forgot that create mindscape was discarded due to dunes closed

    Turn Order: Varian, Heggal, Aric, Ukuja

    Turn - Hour: 18 - The Desert
    Hour Rules: When you move during your move step, bury a card.

    SOT:
    Will reveal Eando and recharge force missile to examine card (dimensional jump) and recharge wayfinder

    Draw #(4) Cards and recharge #(4) Cards
    Draw: Radovan, Fly#Core, Force Missile#Core, Ice and Fire
    Recharge: Life Drain#Core, Ice and Fire, Fly#Core, Giant Form

    Give Card: None
    Move: Stay at Shrine
    Location Powers: On your Divine checks, add 2.
    Will display Radovan
    Explore: Shrine Card 1 (Dimensional Jump)

    Will recharge Binder's Tome for Urban assistance to add 1d4+1
    Arcane Check DC 8: 1d12 + 4 + 1d4 + 1 ⇒ (6) + 4 + (2) + 1 = 13 Success

    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.

    Will banish Dimensional jump to recovery to move to Respository and discard Eando to explore
    Explore: Repository Card 1 (The Unveiling)

    Untrained Skill Craft Check DC 5: 1d4 + 0 ⇒ (3) + 0 = 3 No Success
    Poison damage: 1d4 - 1 ⇒ (1) - 1 = 0 No damage

    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.

    Will attempt to close by acquiring spell; Ukuja will recharge blessing of the green faith
    Arcane Check DC 8: 1d12 + 4 + 1d12 ⇒ (1) + 4 + (12) = 17 Success

    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.

    WPC recharge cards: 1d4 ⇒ 1 only have one card in hand so it is recharged - Lexicon
    repository is closed, move to Shrine

    Varian ends his turn.

    Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded. discard Dimensional Jump

    Varian recharges spell Create Mindscape and then resets his hand.

    Reminder of Scenario changes:
    Keppira D'Bear Displayed: Add 1d4 to checks against Undead banes

    The Harrow suit is Hammers.
    Add 1d4 to Strength non-combat checks.
    When you play your harrow, you may draw a weapon or an armor from your discards.
    Harrow suit blessings are considered AD#

    When you move to or from the Base without playing a boon to move, bury a boon.
    When you succeed at a check to defeat by 20 or more, gain 1 respect point.
    When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
    When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)

    You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

    "

    Varian wrote:

    Hand: Mind's Eye Blade, Ice and Fire, Force Missile#Core, Life Drain#Core, Wayfinder#Core, Enhance, Fly 2,

    Displayed: Radovan,
    Deck: 5 Discard: 15 Buried: 1
    Hero Points: 2 // Varian has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: shrine, reading room, repository, river, dunes
    Other: Loot Pref: Bl3/Sp3

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: 0
    Recharged: Ice Strike, Fly#Core, Giant Form, Binder's Tome, Create Mindscape,
    Discard Pile:Cleric of Nethys, BotG, Sands of the Hour, Irori's Mastery, i1Zellara's Harrow Deck, Rodrick, Salvator Scream, The Big Sky, The Uprising, Blessing of the Starsong, Fire Snake, Master of Masters, Eando Kline, Byzantine Lexicon, Dimensional Jump,
    Buried Pile:BotSpellbound,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    ☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (15)
    Notes for Varian: Honor-Tested; reroll used; HP used; 1 respect point
    Notes for Aric: Honor-Tested; abadar blessing used by Ukuja
    Notes for Ukuja: Honor Tested; 2 blessings used (Aric and Varian)
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: Proxy B = Collapse at random occ. location; Guarding is restricted

    Varian - Location #2: Shrine 2-7 remain // 2=Symbol of Agony, 3=Flask of Curses

    Ukuja, Heggal, Aric - Location #5: River 4-8 remain // 1=Moon Maiden


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Ukuja, Varian, Heggal, Aric,
    Turn: Turn 19: The Foreign Trader
    Hour Power:
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    SOT: Nil
    Give Card: Nil
    Move: Move to #2: Shrine
    Explore:
    Put Augury into Recovery. Choose Barrier and examine top 3 cards:
    #2: Symbol of Agony ==> Barrier
    #3: Flask of Curses ==> Barrier
    #4: The Keep
    Move #3, #2 to bottom, and shuffle the rest

    Explore which card: 4-7: 1d4 + 3 ⇒ (2) + 3 = 5
    #5: Henchman Proxy A6

    Lyrune-Quah Moon Maiden:
    Lyrune-Quah Moon Maiden
    Ally 5
    Traits:
    Loot
    Human
    Barbarian
    Respect
    Check:
    Charisma
    Diplomacy
    11
    OR
    Summon and defeat a Monster
    Powers:
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore. This exploration, on all combat and Fortitude checks, add 3.

    Reveal Ruan Mirukova for +1d4+2
    Diplomacy DC11: 1d10 + 2 + 1d4 + 2 ⇒ (8) + 2 + (2) + 2 = 14 ==> Success
    Display Lyrune-Quah Moon Maiden at location

    Discard Blessing of the Samurai to explore again
    Explore which card: 4,6-7: 1d3 ⇒ 2 ==> #6

    #6: Red Reaver:

    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 25
    When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.

    Villain encounter:

    Reveal Cat-o'-Nine-Tails for Melee+3d4
    Reveal Ruan Mirukova for +1d4+2. Recharge for +1d4.
    Honor-Tested: Discard Fireblade for +3
    Combat DC25: 1d8 + 5 + 3d4 + 1d4 + 2 + 1d4 + 3 ⇒ (4) + 5 + (2, 3, 4) + (2) + 2 + (1) + 3 = 26 Didn't need to use my Dwarven War Shield


    Deck Handler Desired upgrades meh

    constitution 5 +4 to guard River discarding Blessing of the Elements and burying Trinia Sabor: 2d6 + 1d4 + 4 ⇒ (4, 1) + (2) + 4 = 11


    COMPLETED SCENARIO 4A: RED MOON

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Party -> Tier 4, 1XP

    SCENARIO REWARD:

  • Rally the supporter Truthspeaker Akram.
  • A character gets the Loot ally Lyrune-Quash Moon Maiden.

    CONVENTION BOON: All players (and the BR) may roll a 1d20. On a 20, they win the following Player Boon...

    Stick with Me! wrote:
    ☐☐☐ Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    BR 10-00C Boon Roll: 1d20 ⇒ 4 -> No effect.

    DEVELOPMENT:

    You stand at the base of the silvery stone shrine, impressed by the long tail feathers of an immense star monarch carved into its facade. Above, an argent sphere caps the tower’s peak, as if the moon had fallen out of the sky to become impaled upon the steeple.

    Truthspeaker Akram thanks you for joining with the Moon Maiden warriors in removing the red reaver. Now that the House of the Moon is secure, he is willing to go with you to the lands of the Skoan-Quah.

    “We are a quiet people,” he says. “So when we speak, our words are heeded. You are hoping to gain passage into Sklar-Quah country, which will only come if you replicate the deeds of warriors past. Perhaps unfortunately for you, I know what deed Thousand Bones’s people prize the most."

    You shudder to think of what that might be. Seeing this, the Truthseeker tells you.

    “So, outlander. Have you ever been inside a fire worm?”

    PERSONALIZED DEVELOPMENT:
    You stand at the base of the silvery stone shrine as Varian remarks upon the long tail feathers of an immense star monarch carved into its facade. Further above, he draws the party's attention to the argent sphere capping the tower’s peak, with Heggal poeticizing the sight as if the moon had fallen out of the sky to become impaled upon the steeple.

    Truthspeaker Akram thanks you for joining with the Moon Maiden warriors and mysterious Red Raven in removing the red reaver. Now that the House of the Moon is secure, he is willing to go with you to the lands of the Skoan-Quah.

    “We are a quiet people,” he says, taking a certain gaze at the cowled visage of Ukuja and the Red Raven. “So when we speak, our words are heeded. You are hoping to gain passage into Sklar-Quah country, which will only come if you replicate the deeds of warriors past. Perhaps unfortunately for you, I know what deed Thousand Bones’s people prize the most."

    You shudder to think of what that might be. Seeing this, the Truthseeker tells you.

    “So, outlander. Have you ever been inside a fire worm?”

    ACQUIRED CARDS:

    Riding Allosaurus (Ally 2)
    Hellknight of the Nail (Ally 3)
    Jasan Adriel (Ally 4)

    Sands of the Hour (Blessing 0)
    Sands of the Hour (Blessing 0)
    Irori's Mastery (Blessing 1)
    Zon-kuthon's Pain (Blessing 2)
    Blackfingers (Blessing 3)
    The Lucky Drunk (Blessing 3)
    Master of Masters (Blessing 3)
    Lady Luck (Blessing 3)
    The Big Sky (Hammers: Blessing 4)

    The Unveiling (Item 2)
    Elixir of Focus (Item 2)
    White War Paint (Item 2)
    Marked Cards (Item 3)
    Red War Paint (Item 4)

    Enhance (Spell 0)
    Soothing Word (Spell 0)
    Dimensional Jump (Spell 2)
    Aspect of the Monkey (Spell 2)
    Ice Strike (Spell 3)
    Giant Form (Spell 4)

    Note: Soothing Word is now removed from the box.


  • The Gameday event is now officially over.

    SCENARIO 4B: THE BELLY OF THE BEAST

    “I am here to witness, and to tell of what I see,” says Truthspeaker Akram. This is why you brought him here, to the bleakest part of the Cinderlands. Over the sound of the earth rumbling, the elder Thousand Bones speaks the legend aloud.

    “Long ago, the Sklar-Quah warrior Skurak slew his brother. Although Skurak claimed the death was a hunting accident, the Sun Shaman declared him an outlander. Before Skurak was cast out, he swore he would be born again and return to his tribe. He went to the killing grounds of great Cindermaw the Clan-Eater armed with only a dagger. Without fear, he dove into the beast’s mouth and cut his way out. He returned to the clan and declared he had been reborn, leaving his misdeeds in the cleansing fire of Cindermaw’s belly. The Sun Shaman accepted this and Skurak’s time as an outlander was spoken of no more.”

    From the hilltop, you look down on the blasted valley below. The ground rumbles, and a deer skitters for cover. It is of no use. The ground erupts in fire, and a giant blazing worm swallows the creature whole.

    “You cannot kill Cindermaw,” says Thousand Bones. “For what is the worth of a foe if he may be vanquished? Instead, you must do as Skurak did: enter the mouth of the fire worm and cut your way out. Then you will have the respect of the Skoan-Quah, and their safe passage to the lands of the Sun People.”

    Cindermaw retreats into the soil and the tremors cease. Except for a large swath of burnt earth, the valley is peaceful again.

    “Careful how you run,” Thousand Bones advises. “If you make too much noise, you will draw out Cindermaw and be bathed in fire. That is not how you become a legend. Time your strides correctly, and you will outfox the mighty worm. Fail, and you will be but one more burn mark along the ground.”

    SETUP:

  • After building the locations, shuffle into the Cinderlands a number of monsters equal to twice the number of characters and a number of barriers, weapons, and allies equal to the number of characters.

    LOCATIONS:
    1 - Base
    1 - Cinderlands

    THREAT LIST:

  • Danger: Inferno
  • Villain: Cindermaw
  • Closing Henchmen: None

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.

  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.

  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead. (Note; if you pass the check and Cindermaw remains undefeated from this power, then you did not "fail a check to defeat" Cindermaw.)

    ================================================

    HARROWING:

    Varian's Harrow - 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.

    Aric's Harrow - 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.

    Heggal's Harrow - 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.

    Ukuja's Harrow - The Paladin:

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


  • The location in this scenario cares about the party's combined Respect Points. As previously stated, I request that each party member track their own Respect points - please post it somewhere in your initial post alongside your opening hand and Loot choices so I can tally them and list them in the the location's notes for this scenario.

    =========================

    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.

  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points.)

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.

  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead. (Note; if you pass the check and Cindermaw remains undefeated from this power, then you did not "fail a check to defeat" Cindermaw.)

    Additional Rules: =
    THREAT LIST:

  • Danger: Inferno
  • Villain: Cindermaw
  • Closing Henchmen: None

    Scenario Level (#): 4

    Turn: 0, Heggal/kuey

    Random Cards:

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

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

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

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

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

    Spoiler:
    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:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

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

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

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

    Spoiler:
    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:
    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:
    Vampiric Touch
    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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


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

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

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


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

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

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    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:
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

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

    Spoiler:
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.

    Spoiler:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Aric/AAUGHWHY
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 2 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Ukuja/Bigguyinblack
    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 Varian/Zalarian:
    Spoiler:
    Hourglass Card 3 Varian/Zalarian
    Achaekek's Claws
    CotCT
    Blessing 4
    Traits:
    Deity: Achaekek
    Divine
    When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
    To Acquire:
    Intelligence
    Craft 8
    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
    Hourglass Card 4 Heggal/kuey:
    Spoiler:
    Hourglass Card 4 Heggal/kuey
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 5 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Aric/AAUGHWHY
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 6 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Ukuja/Bigguyinblack
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Varian/Zalarian:
    Spoiler:
    Hourglass Card 7 Varian/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 8 Heggal/kuey:
    Spoiler:
    Hourglass Card 8 Heggal/kuey
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 9 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Aric/AAUGHWHY
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 10 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Ukuja/Bigguyinblack
    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 11 Varian/Zalarian:
    Spoiler:
    Hourglass Card 11 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 12 Heggal/kuey
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 13 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Aric/AAUGHWHY
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 14 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Ukuja/Bigguyinblack
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 15 Varian/Zalarian:
    Spoiler:
    Hourglass Card 15 Varian/Zalarian
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    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 16 Heggal/kuey:
    Spoiler:
    Hourglass Card 16 Heggal/kuey
    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.
    Hourglass Card 17 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 Aric/AAUGHWHY
    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 18 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Ukuja/Bigguyinblack
    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 19 Varian/Zalarian:
    Spoiler:
    Hourglass Card 19 Varian/Zalarian
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    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 20 Heggal/kuey:
    Spoiler:
    Hourglass Card 20 Heggal/kuey
    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 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Aric/AAUGHWHY
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    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 22 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Ukuja/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 23 Varian/Zalarian:
    Spoiler:
    Hourglass Card 23 Varian/Zalarian
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 24 Heggal/kuey:
    Spoiler:
    Hourglass Card 24 Heggal/kuey
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 25 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 25 Aric/AAUGHWHY
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    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 26 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Ukuja/Bigguyinblack
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 27 Varian/Zalarian:
    Spoiler:
    Hourglass Card 27 Varian/Zalarian
    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 28 Heggal/kuey:
    Spoiler:
    Hourglass Card 28 Heggal/kuey
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 29 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 29 Aric/AAUGHWHY
    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 30 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 30 Ukuja/Bigguyinblack
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1
    Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Ukuja/Bigguyinblack, Varian/Zalarian, None

    Location #2: 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 ?: 10
    Located/Displayed Here: None


  • Deck Handler Desired upgrades meh

    Upgraded Raven with Druid of the Green Faith (Ally 4). Cohorts will be Leryn and Pygmy Ankylosaur. Favored card Weapon. Starting location Base. Replacing Javelin with Guide loot. Respect points 1.

    Ukuja wrote:

    Hand: Blackjack's Gear, Charm Animal, Cauterize, Druid of the Green Faith, Stone Axe +1, Blessing of Milani, Wendifisa Spear, The Paladin,

    Displayed: Leryn, Pygmy Ankylosaur,
    Deck: 14 Discard: 0 Buried: 0
    "Current Location: Base
    Hero Points: 3
    Respect Points 1"
    "NOTES:
    Available Support: Folio Reroll:

    Blessings, Supporters, and healing are available for use.

    The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.

    Movement: Move me to Repository if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hatchet, Hatchetbird, Angelstep, Cure, Blackjack's Daggers, Call Animal, Blessing of the Green Faith (1), Guide (Core), Blessing of the Green Faith (2), Dwarf Caiman, Fire Gecko, Elk, Blessing of the Elements, Blackjack's Rapier
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.

    Draw 3 cards: Cure, Hatchet, Angelstep. Place Stone Axe +1, Hatchet, and Blackjack's Gear in my kit. Draw 1 card: Elk. Recharge 1 card: Cauterize.

    Ukuja wrote:

    Hand: Wendifisa Spear, Charm Animal, Cure, Angelstep, Druid of the Green Faith, Elk, Blessing of Milani, The Paladin,

    Displayed: Leryn, Pygmy Ankylosaur,
    Deck: 11 Discard: 0 Buried: 0
    "Current Location: Base
    Hero Points: 3
    Respect Points 1"
    "NOTES:
    Available Support: Folio Reroll:

    Blessings, Supporters, and healing are available for use.

    The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.

    Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.
    Movement: Move me to Repository if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackjack's Daggers, Guide (Core), Blessing of the Green Faith (1), Blessing of the Green Faith (2), Hatchetbird, Call Animal, Fire Gecko, Blessing of the Elements, Dwarf Caiman, Blackjack's Rapier
    Recharged: Cauterize,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.

    Burying Charm Animal to draw an animal ally.


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Varian - CotCT-4B: The Belly of the Beast

    Starting Location Base
    Starting Respect Points 2
    Loot
    Will put Arnisant into box and put Salvator Scream into deck
    Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
    Will display Radovan and Create Mindscape at Cinderlands on turn 1 after SOT

    "

    Varian wrote:

    Hand: Mind's Eye Blade, Magnetic Grimoire, Eando Kline, Salvator Scream, Rodrick, BotG, The Keep,

    Displayed: Radovan, Create Mindscape,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 1
    Respect: 2 // Varian has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Magnetic Grimoire adds d4 if elmental invoked
    Movement: Order for my movement: shrine, reading room, repository, river, dunes
    Other: Loot Pref: Bl3/Sp3

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Cleric of Nethys, Life Drain#Core, Force Missile#Core, Fire Snake, Wayfinder#Core, Ice and Fire, Byzantine Lexicon, Fly#Core, Spellbook#Core, BotSpellbound, Blessing of Master of Masters, Blessing of the Starsong
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    ☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "


    Ukuja draws the random Animal ally...

    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.


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Starting Location: Base
    Starting Identity: Aric
    Loot: Exchanging Masque for Ausio Carowyn
    Starting Respect Points: 1

    Aric wrote:

    Hand: Gambeson, Marianix Karn, Dandy Brute, Lookout (Core), Blessing of the Midnight Lord, Blessing of The Vaultmaster, The Forge,

    Displayed:
    "Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Mask of the Red Raven,
    Aric has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    "
    Deck: 13 Discard: 0 Buried: 0
    "NOTES:
    Available Support: Vaultmaster: +2 dice vs Barriers
    Midnight Lord: +2 dice on CON or had Finesse
    Other: Respect Points: 1"

    Display Gambeson

    "

    Aric wrote:

    Hand: Marianix Karn, Dandy Brute, Lookout (Core), Blessing of the Midnight Lord, Blessing of The Vaultmaster, The Forge,

    Displayed: Gambeson,
    Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Mask of the Red Raven,
    Aric has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.


    Deck: 13 Discard: 0 Buried: 0
    NOTES:
    Available Support: Vaultmaster: +2 dice vs Barriers
    Midnight Lord: +2 dice on CON or had Finesse
    Other: Respect Points: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cockroach Coat, Quick-Change Mask, Menacing Backsword +1 (Finesse), Rapier (Core, Finesse), Mask of Stolen Mien, Lockpick Shield, Clockwork Spy, Psychic Detective, Hypnotist's Locket, Ausio Carowyn, Blessing of Bastet, Blessing of the Ancients
    Recharged: Sharper,
    Discard Pile:
    Buried Pile:

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

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 [ooc]☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
    [ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
    [ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
    [ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

    "


    deck handler

    Replace Fireblade with Righteousness.

    No one's taken Lyrune-Quah Moon Maiden, so I'll take it, replacing Retainer

    Respect Points: 1

    Start at Base.

    "

    Heggal (Life of the Party) wrote:

    Hand: Standard Bearer, Lookout, Surgeon, Lyrune-Quah Moon Maiden, Katana +1, Aqueous Orb, The Fiend,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: #2: Base
    Hero Points: 3
    Tier.XP : 4.1
    Respect : 1
    Reroll: Yes // Heggal (Life of the Party) has the following scourges marked:
    Honor-Tested:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


    NOTES:
    Available Support: Blessings: Use as needed (The Fiend: willing to banish Lookout for +3d6)
    Standard Bearer: +1d4 local Str or Con
    Lookout: +1d6 any Perception
    Surgeon: heal 1 local
    Lyrune-Quah Moon Maiden: display for +1d6 Combat & Fort
    Movement: If current location closes: NA

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Grappler's Mask, Banner, Chain Mail (Core), Evangelist, Blessing of Cayden Cailean, Augury, Blessing of the Samurai, Righteousness, Blessing of Angradd, Dwarven War Shield, Ruan Mirukova, Cat-o'-Nine-Tails
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    ☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    "


    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.

  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points.)

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.

  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead. (Note; if you pass the check and Cindermaw remains undefeated from this power, then you did not "fail a check to defeat" Cindermaw.)

    Additional Rules: =
    THREAT LIST:

  • Danger: Inferno
  • Villain: Cindermaw
  • Closing Henchmen: None

    Scenario Level (#): 4

    Turn: 1, Aric/AAUGHWHY

    Random Cards:

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

    Spoiler:
    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:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11

    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.


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

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

    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

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

    Spoiler:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Spoiler:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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


    Spoiler:
    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:
    Safe Haven
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 3
    Display to move yourself together with any number of local characters, ignoring any movement restrictions.
    You may not use this power during an encounter. While displayed:
    * At the end of your turn, banish, and any number of local characters may move together.

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


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

    Spoiler:
    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:
    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:
    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:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

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

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

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

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

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

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

    Blessings
    Spoiler:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

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

    Spoiler:
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

    Spoiler:
    The 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:
    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 against a barrier, the difficulty is increased by 3.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Ukuja/Bigguyinblack
    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 2 Varian/Zalarian:
    Spoiler:
    Hourglass Card 2 Varian/Zalarian
    Achaekek's Claws
    CotCT
    Blessing 4
    Traits:
    Deity: Achaekek
    Divine
    When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
    To Acquire:
    Intelligence
    Craft 8
    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
    Hourglass Card 3 Heggal/kuey:
    Spoiler:
    Hourglass Card 3 Heggal/kuey
    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 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Aric/AAUGHWHY
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 5 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Ukuja/Bigguyinblack
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    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 Varian/Zalarian:
    Spoiler:
    Hourglass Card 6 Varian/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 7 Heggal/kuey:
    Spoiler:
    Hourglass Card 7 Heggal/kuey
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Aric/AAUGHWHY
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 9 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Ukuja/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 10 Varian/Zalarian:
    Spoiler:
    Hourglass Card 10 Varian/Zalarian
    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 11 Heggal/kuey:
    Spoiler:
    Hourglass Card 11 Heggal/kuey
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 12 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 Aric/AAUGHWHY
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 13 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Ukuja/Bigguyinblack
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 14 Varian/Zalarian:
    Spoiler:
    Hourglass Card 14 Varian/Zalarian
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    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 15 Heggal/kuey:
    Spoiler:
    Hourglass Card 15 Heggal/kuey
    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.
    Hourglass Card 16 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 Aric/AAUGHWHY
    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 17 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Ukuja/Bigguyinblack
    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 18 Varian/Zalarian:
    Spoiler:
    Hourglass Card 18 Varian/Zalarian
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    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 19 Heggal/kuey:
    Spoiler:
    Hourglass Card 19 Heggal/kuey
    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 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 20 Aric/AAUGHWHY
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    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 21 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Ukuja/Bigguyinblack
    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 22 Varian/Zalarian:
    Spoiler:
    Hourglass Card 22 Varian/Zalarian
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 23 Heggal/kuey:
    Spoiler:
    Hourglass Card 23 Heggal/kuey
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 24 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 24 Aric/AAUGHWHY
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 25 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Ukuja/Bigguyinblack
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 26 Varian/Zalarian:
    Spoiler:
    Hourglass Card 26 Varian/Zalarian
    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 27 Heggal/kuey:
    Spoiler:
    Hourglass Card 27 Heggal/kuey
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 28 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 28 Aric/AAUGHWHY
    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 29 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 Ukuja/Bigguyinblack
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1
    Located/Displayed Here: (Party Respect: 5), Create Mindscape displayed

    Cinderlands Card 1:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 2:
    Cotct Gargoyle
    CotCT
    Monster 4
    Traits:
    Gargoyle
    To Defeat:
    Combat 21
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cinderlands Card 3:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    To Acquire:
    Wisdom
    Survival 11
    OR Divine 9
    At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
    Cinderlands Card 4:
    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.
    Cinderlands Card 5:
    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.
    Cinderlands Card 6:
    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.
    Cinderlands Card 7:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
    Cinderlands Card 8:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 9:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Cinderlands Card 10:
    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.
    Cinderlands Card 11:
    Lyrune-quah Truthspeaker
    CotCT
    Ally 4
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy
    Divine 12
    OR Recharge A Respect Boon 0
    On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
    Discard to explore, or to move then explore. You may not use this power during an encounter.
    Cinderlands Card 12:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 13:
    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.
    Cinderlands Card 14:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Cinderlands Card 15:
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Cinderlands Card 16:
    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.
    Cinderlands Card 17:
    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.
    Cinderlands Card 18:
    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.
    Cinderlands Card 19:
    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.
    Cinderlands Card 20:
    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.
    Cinderlands Card 21:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Cinderlands Card 22:
    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.
    Cinderlands Card 23:
    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.
    Cinderlands Card 24:
    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.
    Cinderlands Card 25:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Cinderlands Card 26:
    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.
    Cinderlands Card 27:
    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.
    Cinderlands Card 28:
    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.
    Cinderlands Card 29:
    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.
    Cinderlands Card 30:
    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.

    Location #2: 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 ?: 10
    Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Ukuja/Bigguyinblack, Varian/Zalarian, None
    Base Card 1:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 2:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 3:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 4:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 5:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 6:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 7:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 8:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 9:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 10:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.


  • Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Hour is The Demon's Lantern: On your check against a barrier, the difficulty is increased by 3

    Aric spends some time in Korvosa drumming up support.

    [ooc]Explore top 4 cards of base. select and display Cressida. Draw a card: Quick-Change Mask. Recharge Marianix to explore again

    Explore top 4 cards; select and Display Amin Jalento.. Draw a card: Ausio Carowyn. Recharge Ausio Carowyn to explore again.

    Explore top 4 cards; select and Display Thousand Bones. Draw a card: Mask of Stolen Mien. Recharge Dandy Brute to explore again

    Explore top 4 cards; select and display Neolandus. Draw a card: Cockroach Coat. Recharge Lookout to explore again.

    Explore top 4 cards; select and display Ishani. Draw a card: Clockwork Spy. Display Clockwork Spy to explore again

    Explore top 4 cards; select and display Trinia. Draw a card: Psychic Detective. Discard Psychic Detective to explore again.

    Explore top 4 cards; select and display Truthspeaker. Heal a card

    Display Cockroach Coat[ooc]

    "

    Aric wrote:

    Hand: Quick-Change Mask, Mask of Stolen Mien, Blessing of Bastet, Blessing of the Midnight Lord, Blessing of The Vaultmaster, The Forge,

    Displayed: Gambeson, Clockwork Spy, Cressida Croft, Amin Jalento, Thousand Bones, Neolandus Kalepopolis, Ishani Dahatri, Trinia Sabor, Truthspeaker Akram, Cockroach Coat,
    Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Mask of the Red Raven,
    Aric has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.


    Deck: 11 Discard: 0 Buried: 0
    NOTES:
    Available Support: Vaultmaster: +2 dice vs Barriers
    Midnight Lord: +2 dice on CON or had Finesse
    Other: Respect Points: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients, Menacing Backsword +1 (Finesse), Lookout (Core), Psychic Detective, Sharper, Dandy Brute, Marianix Karn, Ausio Carowyn, Rapier (Core, Finesse), Lockpick Shield, Hypnotist's Locket
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 [ooc]☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
    [ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
    [ ] If a character would fail a check to defeat a monser ([ ] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
    [ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: honor-tested if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested
    Location #1: Cinderlands 1-30 (Create Mindscape displayed) remain
    Ukuja, Varian - Location #2: Base 1, 4, 8 (Laori, Vencarlo, Keppira remain) remain


    Deck Handler Desired upgrades meh

    Master of Masters: When this is the hour: On your check, you may reroll any dice showing 1.

    Start of turn place Angelstep in kit to draw Stone Axe +1. Hand Cure to Heggal. Move to Cinderlands and bury Stone Axe +1.

    Cinderlands Card 1: Thundering Earthbreaker:

    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    No real chance of getting to 15 starting with 1d6. Banished. Discard Elk to explore.

    Cinderlands Card 2: Cotct Gargoyle:

    CotCT
    Monster 4
    Traits:
    Gargoyle
    To Defeat:
    Combat 21
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    combat 21 +4 - 4 revealing Wendifisa Spear for survival, aided by Elk, aided by Create Mindscape: 1d10 + 1d12 + 1d6 + 1d4 + 8 ⇒ (10) + (11) + (6) + (3) + 8 = 38

    Discard Druid of the Green Faith to draw Elk from discard then explore.

    Cinderlands Card 3: Nightspear:

    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    To Acquire:
    Wisdom
    Survival 11
    OR Divine 9
    At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    survival 11 aided by Create Mindscape: 1d10 + 1d4 + 7 ⇒ (6) + (4) + 7 = 17

    Discard Elk to explore.

    Cinderlands Card 4: 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.

    diplomacy 9 aided by Create Mindscape: 2d4 + 3 ⇒ (4, 1) + 3 = 8
    use hour power to reroll the 1: 1d4 ⇒ 4

    Acquired. Discard The Paladin to explore.

    Cinderlands Card 5: 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.

    dexterity 4 +4 aided by The Paladin: 1d10 + 1d4 + 3 ⇒ (7) + (1) + 3 = 11

    Discard Wolverine to explore.

    Cinderlands Card 6: 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.

    BYA wisdom check aided by Create Mindscape: 1d10 + 1d4 + 4 ⇒ (4) + (3) + 4 = 11

    Everyone must make a Wisdom 6 check or move to Cinderlands. You would still have to bury a card due to scenario power. Remember hour lets you reroll 1s. Pausing turn.


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Will recharge Mind's Eye Blade for Urban assistance to add 1d4+1
    Wisdom Check DC 6: 1d6 + 1d4 + 1 ⇒ (5) + (1) + 1 = 7 Success


    deck handler

    Out of Turn Updates:
    On Ukuja’s turn, encounter Harpy
    Reveal Lookout for +1d4+3
    Wisdom DC6: 1d8 + 1d4 + 3 ⇒ (2) + (1) + 3 = 6 ==> Success


    Mid-turn update for Ukuja.

    ======================

    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.

  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points.)

    Adventure Path & Setup Rules:
    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || HARROW BLESSINGS || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.

  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead. (Note; if you pass the check and Cindermaw remains undefeated from this power, then you did not "fail a check to defeat" Cindermaw.)

    Additional Rules: =
    THREAT LIST:

  • Danger: Inferno
  • Villain: Cindermaw
  • Closing Henchmen: None

    Scenario Level (#): 4

    Turn: 2, Ukuja/Bigguyinblack

    Random Cards:

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

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

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

    Spoiler:
    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:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    Barriers
    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Spoiler:
    Red Mantis Ambush
    CotCT
    Barrier 4
    Traits:
    Red Mantis
    Skirmish
    To Defeat:
    None 0
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

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

    Spoiler:
    Symbol of 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.

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

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

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

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


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

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


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

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    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:
    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.

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

    Blessings
    Spoiler:
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    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.

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

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

    Spoiler:
    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
    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.

    Hour Power: On your check, you may reroll any dice showing 1.

    Current Hour:

    Master of Masters:
    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.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Varian/Zalarian:
    Spoiler:
    Hourglass Card 1 Varian/Zalarian
    Achaekek's Claws
    CotCT
    Blessing 4
    Traits:
    Deity: Achaekek
    Divine
    When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
    To Acquire:
    Intelligence
    Craft 8
    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
    Hourglass Card 2 Heggal/kuey:
    Spoiler:
    Hourglass Card 2 Heggal/kuey
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 3 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Aric/AAUGHWHY
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 4 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Ukuja/Bigguyinblack
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    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 5 Varian/Zalarian:
    Spoiler:
    Hourglass Card 5 Varian/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Heggal/kuey:
    Spoiler:
    Hourglass Card 6 Heggal/kuey
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 7 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 7 Aric/AAUGHWHY
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 8 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Ukuja/Bigguyinblack
    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 9 Varian/Zalarian:
    Spoiler:
    Hourglass Card 9 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 10 Heggal/kuey
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 11 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 11 Aric/AAUGHWHY
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 12 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Ukuja/Bigguyinblack
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 13 Varian/Zalarian:
    Spoiler:
    Hourglass Card 13 Varian/Zalarian
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    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 14 Heggal/kuey:
    Spoiler:
    Hourglass Card 14 Heggal/kuey
    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.
    Hourglass Card 15 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Aric/AAUGHWHY
    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 16 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Ukuja/Bigguyinblack
    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 Varian/Zalarian:
    Spoiler:
    Hourglass Card 17 Varian/Zalarian
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    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 18 Heggal/kuey:
    Spoiler:
    Hourglass Card 18 Heggal/kuey
    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 19 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 19 Aric/AAUGHWHY
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    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 20 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Ukuja/Bigguyinblack
    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 21 Varian/Zalarian:
    Spoiler:
    Hourglass Card 21 Varian/Zalarian
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 22 Heggal/kuey:
    Spoiler:
    Hourglass Card 22 Heggal/kuey
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 23 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 23 Aric/AAUGHWHY
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    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 24 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Ukuja/Bigguyinblack
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 25 Varian/Zalarian:
    Spoiler:
    Hourglass Card 25 Varian/Zalarian
    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 26 Heggal/kuey:
    Spoiler:
    Hourglass Card 26 Heggal/kuey
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 27 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 27 Aric/AAUGHWHY
    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 28 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 28 Ukuja/Bigguyinblack
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 10 Ba: 5 W: 4 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 1 ?: 1
    Located/Displayed Here: Ukuja/Bigguyinblack, (Party Respect: 5), Create Mindscape displayed

    Cinderlands Card 1 (Harpy):
    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.
    Cinderlands Card 2:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
    Cinderlands Card 3:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 4:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Cinderlands Card 5:
    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.
    Cinderlands Card 6:
    Lyrune-quah Truthspeaker
    CotCT
    Ally 4
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy
    Divine 12
    OR Recharge A Respect Boon 0
    On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
    Discard to explore, or to move then explore. You may not use this power during an encounter.
    Cinderlands Card 7:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 8:
    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.
    Cinderlands Card 9:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Cinderlands Card 10:
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Cinderlands Card 11:
    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.
    Cinderlands Card 12:
    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.
    Cinderlands Card 13:
    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.
    Cinderlands Card 14:
    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.
    Cinderlands Card 15:
    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.
    Cinderlands Card 16:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Cinderlands Card 17:
    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.
    Cinderlands Card 18:
    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.
    Cinderlands Card 19:
    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.
    Cinderlands Card 20:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Cinderlands Card 21:
    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.
    Cinderlands Card 22:
    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.
    Cinderlands Card 23:
    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.
    Cinderlands Card 24:
    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.
    Cinderlands Card 25:
    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.

    Location #2: 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 ?: 3
    Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Varian/Zalarian, None
    Base Card 1 (Laori Vaus):
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 2 (Vencarlo Orisini):
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 3 (Keppira D'bear):
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.


  • Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    WIS 6: 1d8 + 1 ⇒ (6) + 1 = 7


    Deck Handler Desired upgrades meh

    The Harpy's lure fails to be heard over the party happening at the Base and Ukuja is still alone.

    combat 10 vs Harpy revealing Wendifisa Spear for Survival: 1d10 + 1d12 + 8 ⇒ (1) + (1) + 8 = 10

    Discard Magistrate to explore.

    Cinderlands Card 2: Exploding Runes:

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

    perception 6 +4 +4 discarding Blessing of Milani: 3d10 + 6 ⇒ (3, 9, 2) + 6 = 20

    At end of turn discard Nightspear to heal my allies and blessings: 1d4 + 1 ⇒ (4) + 1 = 5

    Ukuja wrote:

    Hand: Wendifisa Spear, Fire Gecko, Call Animal, Blackjack's Rapier, Blackjack's Daggers, Guide (Core), Blessing of Milani,

    Displayed: Leryn, Pygmy Ankylosaur,
    Deck: 10 Discard: 2 Buried: 2
    "Current Location: Cinderlands
    Hero Points: 3
    Respect Points 1"
    "NOTES:
    Available Support: Folio Reroll:

    Blessings, Supporters, and healing are available for use.

    Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.
    Movement: Move me to Repository if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hatchetbird, Elk, Wolverine, Druid of the Green Faith, Blessing of the Green Faith (2), Blessing of the Green Faith (1), Blessing of the Elements, Magistrate, Dwarf Caiman
    Recharged: Cauterize,
    Discard Pile: Nightspear, The Paladin,
    Buried Pile: Charm Animal, Stone Axe +1,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.

    Cinderlands cards 1 and 2 banished.

    Heggal handed Cure.


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: None
    Turn Order: Varian, Heggal, Aric, Ukuja

    Turn - Hour: 3 - Hourglass Card 1 Varian/Zalarian Achaekek's Claws
    Hour Rules: Before acting against a story bane monster, draw 1 card then discard 1 card.

    SOT:

    Draw #(4) Cards and recharge #(4) Cards
    Draw: Blessing of the Starsong, BotSpellbound, Wayfinder#Core,Fly#Core
    Recharge: Eando Kline, Rodrick, Fly#Core, BotSpellbound

    Give Card: None
    Move: Stay at Base

    Will discard Salvator to draw Blessing - Hourglass Card 2 Heggal/kuey The Owl

    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.

    Will then explore to draw Keppira D'bear

    Keppira D'bear:

    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.

    Will draw card (Ice and Fire) due to location power.
    Will then discard Blessing of the starsong to explore and get Laori Vaus
    Will draw card (Life Drain) due to location power.
    Will display both Keppira and Laori

    spoiler:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.

    Will recharge Wayfinder to move to the cinderlands and examine top 2 cards

    Cinderlands Card 3: Cindermaw
    Cinderlands Card 4:Roc

    Will discard the Owl to explore this turn. since Cinderlands is wild, all local checks are blessed
    Explore: Cinderlands Card 3: Cindermaw
    Before acting, since story bane draw a card (Force Missile) and discard a card(Force Missile)
    Will reveal Grimoire for BYA checks along with being blessed
    Acrobatics Check DC 9: 1d8 + 2 + 1d8 + 1d4 ⇒ (6) + 2 + (3) + (4) = 15 Success
    Ukuja Acrobatics Check DC 9: 1d10 + 3 + 1d10 + 1d4 ⇒ (8) + 3 + (3) + (1) = 15 Success
    Will use Fire & Ice choosing Cold only (vulnerable), grimoire, blessed by explore, discarding BotG to copy this power:
    On any check, discard to bless; if it is against a story bane monster, freely recharge instead. and bless with the Keep and create mindscape

    Arcane Check DC 27/47: 1d12 + 4 + 2d8 + 3 + 4 + 1d4 + 1d12 + 1d12 + 1d12 + 1d4 ⇒ (3) + 4 + (5, 1) + 3 + 4 + (4) + (4) + (5) + (2) + (1) = 36 Success but will spend a hero point to reroll

    Arcane Check DC 27/47: 1d12 + 4 + 2d8 + 3 + 4 + 1d4 + 1d12 + 1d12 + 1d12 + 1d4 ⇒ (11) + 4 + (2, 5) + 3 + 4 + (4) + (6) + (1) + (10) + (2) = 52 Success and will gain a Respect point and cindermaw is undefeated

    Cindermaw:

    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.

    Varian's hero points are at 0..Can and will use a reward to add hero point to Varian if needed to use supporter power

    Varian then talked to the barbarians and they were visibly impressed with encasing the worm in a block of ice before its body grew hotter and hotter melting the ice and slinked away. The elders decided that they will only be convinced when someone cuts themselves out of the worm.

    Varian ends his turn.

    Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.

    Varian recharges spell Ice and Fire and then resets his hand.

    Reminder of Scenario changes:
    Keppira D'Bear Displayed: Add 1d4 to checks against Undead banes

    The Harrow suit is Hammers.
    Add 1d4 to Strength non-combat checks.
    When you play your harrow, you may draw a weapon or an armor from your discards.
    Harrow suit blessings are considered AD#

    When you move to or from the Base without playing a boon to move, bury a boon.
    When you succeed at a check to defeat by 20 or more, gain 1 respect point.
    When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
    If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead. (Note; if you pass the check and Cindermaw remains undefeated from this power, then you did not "fail a check to defeat" Cindermaw.)

    "

    Varian wrote:

    Hand: Life Drain#Core, Magnetic Grimoire, Byzantine Lexicon, Spellbook#Core, Blessing of Master of Masters, Fire Snake, Cleric of Nethys,

    Displayed: Radovan, Create Mindscape, Keppa D'Bear, Laori Vaus,
    Deck: 8 Discard: 5 Buried: 0
    Hero Points: 1
    Respect: 2 // Varian has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Magnetic Grimoire adds d4 if elmental invoked
    Movement: Order for my movement: shrine, reading room, repository, river, dunes
    Other: Loot Pref: Bl3/Sp3

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: 0
    Recharged: Mind's Eye Blade, Eando Kline, Rodrick, Fly#Core, BotSpellbound, Wayfinder#Core, BotG, Ice and Fire,
    Discard Pile:Salvator Scream, Blessing of the Starsong, The Owl, Force Missile#Core, The Keep,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    ☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (2)
    Notes for Varian: respect point gained, HP used
    Notes for Heggal: given cure spell to hold
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: honor-tested if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested
    Ukuja, Varian - Location #1: Cinderlands (Create Mindscape Displayed) (random 3-25) remain // 3=Cindermaw, 4=roc
    Heggal, Aric - Location #2: Base 2 remain // 2=Vencarlo Orisini


    deck handler

    Out of Turn Updates:
    On Ukuja's turn, receive Cure
    Turn Order: Aric, Ukuja, Varian, Heggal,
    Turn: Turn 3: Orison (Blessing off by one)
    Hour Power: Nil
    SOT: Nil
    Give Card: Nil
    Move: Stay at #2: Base
    Explore:

    #2: Vencarlo Orisini:

    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.

    Display Vencarlo Orisini

    Recharge: Cure, Aqueous Orb, Standard Bearer

    End Turn: Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Katana +1, Lookout, Surgeon, Lyrune-Quah Moon Maiden, The Fiend, Augury,

    Displayed: Vencarlo Orisini,
    Deck: 14 Discard: 0 Buried: 0
    Current Location: #2: Base
    Hero Points: 3
    Tier.XP : 4.1
    Respect : 1
    Reroll: Yes // Heggal (Life of the Party) has the following scourges marked:
    Honor-Tested:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


    NOTES:
    Available Support: Blessings: Use as needed (The Fiend: willing to banish Lookout for +3d6)
    Lookout: +1d6 any Perception
    Surgeon: heal 1 local
    Lyrune-Quah Moon Maiden: display for +1d6 Combat & Fort
    Movement: If current location closes: NA

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Angradd, Blessing of Cayden Cailean, Righteousness, Cat-o'-Nine-Tails, Dwarven War Shield, Banner, Evangelist, Chain Mail (Core), Blessing of the Samurai, Grappler's Mask, Ruan Mirukova
    Recharged: Cure, Aqueous Orb, Standard Bearer,
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armors | Heavy Armors | ☐ Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
    You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
    ☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
    ☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    "


    Aric's Deck // Searching For: Item 3 > Weapon 3 >> Ally 3 >>>>> Armor 3

    Hour is Ukuja's Shelyn's Song: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. This is very good to get on my turn!

    Start of turn, switch to TRR. Exchange Mask of Stolen Mien with Shadowless Sword.

    The Red Raven asks Truthspeaker Akram to remind him of the story of Skurak and the Cindermaw. He gets the feeling that history is going to repeat itself.

    After start of turn, use Truthspeaker to examine the Cinderlands. To keep things simple, I'm not going to shuffle form Varian's turn and I'll only list the triggers here

    Surprise! There's no triggers! But, we can freely look at what cards are in the location now.

    Before setting out to meet Varian and Ukuja at the Cinderlands, The Red Raven asks for some supplies. Bury Neolandus for a diplo ally, Cressida for an Armor, and Amin for a choice of two items. Acquire Skoan-Quah Boneslayer, Grounded Studded Leather, and Drums of Panic. Display Grounded Studded Leather and the Boneslayer

    The

    Move to Cinderlands, Bury Drums of Panic. End of move step, examine top card of location

    Random Card: 1d23 + 2 ⇒ (10) + 2 = 12 On Examine, exchange Shadowless Sword with Mask of Stolen Mien in kit

    The Red Raven arrives in the Cinderlands and meets with his Skoan-Quah contact. They come with a gift: a Venomous Hand Crossbow

    Stealth 12: 1d10 + 1d6 + 1d4 + 6 ⇒ (5) + (1) + (4) + 6 = 16

    The Red Raven accepts the gift and begins his worm hunt. Discard Blessing of Bastet to examine top card of deck and possibly explore

    Random Card: 1d23 + 2 ⇒ (16) + 2 = 18

    The Red Raven stumbles into a cloud of Dispelling Mist. He tries to find the source and staunch the flow. Recharging Blessing of the Vaultmaster to add 2 dice

    DEX 12: 3d10 + 1d6 + 4 ⇒ (5, 2, 2) + (3) + 4 = 16

    He finds the area the mist is most concentrated in and makes note to have one of his more magically-inclined teammates figure out a way to get rid of it. For now, he just makes sure to steer clear during his hunt. Discard the Forge to explore again

    Random Card: 1d23 + 2 ⇒ (3) + 2 = 5

    The Red Raven stumbles upon a Secret Stash. Perhaps Thousand Bones or Truthspeaker Akram placed it here to help them on their quest?

    DEX 9: 1d10 + 1d6 + 4 ⇒ (8) + (5) + 4 = 17

    Inside is a Shock Kukri and Helm of the Valkyrie. The Red Raven stashes them and continues the hunt. Discard Blessing of the Midnight Lord to explore again

    Random Card: 1d23 + 2 ⇒ (3) + 2 = 5
    Random Card: 1d23 + 2 ⇒ (22) + 2 = 24

    The box also contains a tiny Dream Spider that had made its home inside. The Red Raven tries to communicate his apologies.

    WIS 10: 1d8 + 1d4 ⇒ (8) + (4) = 12 Oh! I didn't expect that! Discard it to explore

    Random Card: 1d23 + 2 ⇒ (10) + 2 = 12
    Random Card: 1d23 + 2 ⇒ (3) + 2 = 5
    Random Card: 1d23 + 2 ⇒ (4) + 2 = 6

    The Red Raven meets with a Lyrune-Quah Truthspeaker and tries to convince them to provide support, but in a tactful low-key way. Recharge Quick-Change Mask to use my Stealth instead of Diplomacy

    Stealth (Diplomacy) 12: 1d10 + 1d6 + 1d4 + 6 ⇒ (4) + (3) + (3) + 6 = 16

    The Truthspeaker seems convinced and shares a report about tremors and hotspots in a different part of the cinderlands. The Red Raven starts making his way over. Discard Truthspeaker to explore again

    Random Card: 1d23 + 2 ⇒ (17) + 2 = 19

    The Red Raven seems to vaguely recall a story of a famed Naval Hero traveling through this part of the Cinderlands. But that was probably just a story.

    end of turn Examine top card of location

    Random Card: 1d23 + 2 ⇒ (21) + 2 = 23 Might as well encounter it now so we can save Heggal the BA check

    The Red Raven spots Varian and Ukuja and cuts through a patch of undergrowth to meet up with them. Suddenly the plants come to life: a Garden Guardian! Ukuja and Varian must make CON/Fort 7 checks or be poisoned. I fail. I think I could Overkill the combat if I get a blessing. For the combat, reveal and recharge Shock Kukri to use Acrobatics +2d6+1d4. Requesting Ukuja's Blessing of Milani to recharge and add a die

    Combat 12: 2d10 + 3d6 + 2d4 + 6 ⇒ (9, 3) + (5, 6, 3) + (4, 3) + 6 = 39 Woot! That's +1 respect point for me. I'll save the Mask of Stolen Mien for one of the Animal Monsters so I can get the bonus on Cindermaw.

    End of turn, recharge Boneslayer

    "

    Red Raven wrote:

    Hand: Venomous Hand Crossbow, Mask of Stolen Mien, Hypnotist's Locket,

    Displayed: Gambeson, Clockwork Spy, Grounded Studded Leather, Thousand Bones, Ishani Dahatri, Trinia Sabor, Cockroach Coat,
    Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Mask of the Red Raven,
    Red Raven has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    Deck: 15 Discard: 6 Buried: 5
    NOTES:
    Available Support: Trinia: Bury to heal 1 card and/or remove scourge
    Thousand Bones: Bury and I spend 1 hero point to return from death
    Ishani: Bury to heal each local character 1 card or remove a scourge from each local character

    Other: Respect Points: 2

    If you fail to defeat the Mammoth or Roc, I will probably avenge

    Deck, Discard, Buried:

    Reloaded: Venomous Hand Crossbow,
    Middle of Deck (Unknown Order): Psychic Detective, Ausio Carowyn, Lockpick Shield, Sharper, Lookout (Core), Marianix Karn, Dandy Brute, Menacing Backsword +1 (Finesse), Blessing of the Ancients, Rapier (Core, Finesse)
    Recharged: Quick-Change Mask, Shock Kukri, Skoan-Quah Boneslayer, Helm of the Valkyrie,
    Discard Pile: Blessing of Bastet, Blessing of The Vaultmaster, The Forge, Blessing of the Midnight Lord, Dream Spider, Lyrune-Quah Truthspeaker,
    Buried Pile: Truthspeaker Akram, Cressida Croft, Amin Jalento, Neolandus Kalepopolis, Drums of Panic,
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
    ===================================
    ARIC: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([ ] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([ ] or the top card of your deck) with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
    [X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
    [ooc][ ] You may discard ([ ] or recharge) a card to evade a bane you encounter

    [ ] When temporarily closing locations, you may discard a card to temporarily close your location

    "

    [ooc]Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (2)
    Notes for Varian: respect point gained, HP used
    Notes for Heggal: given cure spell to hold
    Notes for Ukuja: Recharged Blessing of Milani on TRR's Turn
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: honor-tested if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested
    Ukuja, Varian, TRR - Location #1: Cinderlands (Create Mindscape Displayed) (random 3-25) 5, 6, 12, 18, 19, 23, 24 Banished remain // All cards examined/free to view. Order unknown
    Heggal, - Location #2: Base - remain


    Deck Handler Desired upgrades meh

    Hour is Varian's Irori's Mastery: When this is the hour: On your blessed check, you may reroll any dice showing 1.

    UkStart of turn place Blackjack's Daggers into kit and draw Blackjack's Gear. Pass Blackjack's Rapier to Aric.

    explore random card ignoring 5, 6, 12, 18, 19, 23, 24: 1d23 + 2 ⇒ (21) + 2 = 23
    explore random card ignoring 5, 6, 12, 18, 19, 23, 24: 1d23 + 2 ⇒ (14) + 2 = 16

    Cinderlands Card 16: Cytillipede:

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

    bya Wisdom 7 including Create Mindscape: 1d10 + 1d4 + 4 ⇒ (8) + (1) + 4 = 13

    combat 16 revealing Wendifisa Spear for Survival, Revealing Fire Gecko, Revealing Varian's Magnetic Grimoire, aided by Create Mindscape: 1d10 + 1d12 + 3d4 + 8 ⇒ (10) + (9) + (1, 1, 3) + 8 = 32

    Cast Call Animal for Elk. Discard Elk to explore.

    explore random card ignoring 5, 6, 12, 16, 18, 19, 23, 24: 1d23 + 2 ⇒ (23) + 2 = 25

    Cinderlands Card 25: 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.

    BYA Perception 7 aided by Create Mindscape: 1d10 + 1d4 + 6 ⇒ (5) + (2) + 6 = 13

    combat 11 revealing Wendifisa Spear (piercing) for Survival, Revealing Fire Gecko, Revealing Varian's Magnetic Grimoire, aided by Create Mindscape, aided by Elk: 1d10 + 1d12 + 1d6 + 3d4 + 12 ⇒ (6) + (6) + (2) + (1, 2, 4) + 12 = 33
    reroll a 6: 1d12 ⇒ 4 Gain 1 respect point.[b]

    Discard Guide to explore.

    explore random card ignoring 5, 6, 12, 16, 18, 19, 23, 24: 1d20 + 2 ⇒ (19) + 2 = 21

    Cinderlands Card 21: 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.

    combat 17 revealing Wendifisa Spear for survival, aided by Create Mindscape: 1d10 + 1d12 + 1d4 + 8 ⇒ (10) + (6) + (3) + 8 = 27

    Ukuja ends their turn. Elk is recharged from discard.

    Ukuja attempts to recover all cards in their Recovery pile.
    Call Animal: Divine 6: 1d10 + 1d4 + 5 ⇒ (1) + (2) + 5 = 8 -> [b]Call Animal recharged
    .

    Ukuja resets their hand.

    Ukuja wrote:

    Hand: Wendifisa Spear, Fire Gecko, Dwarf Caiman, Blessing of the Green Faith (2), Magistrate, Druid of the Green Faith, Blackjack's Gear,

    Displayed: Leryn, Pygmy Ankylosaur,
    Deck: 8 Discard: 3 Buried: 2
    "Current Location: Cinderlands
    Hero Points: 3
    Respect Points 2"
    "NOTES:
    Available Support: Folio Reroll:

    Blessings, Supporters, and healing are available for use.

    Magistrate: On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
    Movement: Move me to Repository if my location closes.
    Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hatchetbird, Blessing of the Elements, Wolverine, Blessing of the Green Faith (1)
    Recharged: Cauterize, Blessing of Milani, Elk, Call Animal,
    Discard Pile: Nightspear, The Paladin, Guide (Core),
    Buried Pile: Charm Animal, Stone Axe +1,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: X
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors | Weapons | Divine
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.

    Cinderlands cards 16, 21, and 25 banished.

    Aric handed Blackjack's Rapier.


    Deck Handler Desired upgrades meh

    Edit: Missed the Garden Guardian check. Autofail and am poisoned. After reset randomly recharge: Wendifisa Spear. Ouch.


    Male Half-Elf | My Deck Handler Wizard / UM (12789-1012)

    Out of Turn Updates: During Aric's Turn, Garden Guardian poison check - will use Fire snake revealing grimoire (or spellbook), create mindscape to auto succeed and then discard spell during recovery

    Arcane Check DC 7: 1d12 + 4 + 1d4 + 1d4 ⇒ (5) + 4 + (3) + (4) = 16 Success

    Turn Order: Varian, Heggal, Aric, Ukuja

    Turn - Hour: 7 (blessing 1 off) - Hourglass Card 6 Heggal/kuey The Real Rabbit Prince
    Hour Rules: At the start of your turn, draw this card.

    The Real Rabbit Prince:

    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    SOT:

    Draw #(4) Cards and recharge #(4) Cards
    Draw: Mind's Eye Blade, Eando Kline, Rodrick, Fly#Core
    Recharge: Rodrick, The Real Rabbit Prince, Mind's Eye Blade, Spellbook#Core

    Give Card: Give Magnetic Grimoire to Aric
    Move: Stay at Cinderlands
    Location Powers: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.

    Random Cinderlands Card ignore 5, 6, 12, 16, 18, 19, 21, 23, 24, 25: 1d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (6) + 2 = 8 Cinderlands Card 8: Guardian Door
    Explore: Cinderlands Card 8: Guardian Door

    Will reload Radovan to use knowledge along with Create Mindscape to auto succeed
    Knowledge Check DC 8+28: 1d12 + 4 + 4 + 1d4 ⇒ (6) + 4 + 4 + (4) = 18 Success

    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.

    Will discard cleric to examine next 2 cards and encounter one
    Random Cinderlands Card ignore 5, 6, 8, 12, 16, 18, 19, 21, 23, 24, 25: 1d20 + 2 ⇒ (9) + 2 = 111d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (13) + 2 = 15 Cinderlands Card 15: Stinging Wasps
    Random Cinderlands Card ignore 5, 6, 8, 12, 16, 18, 19, 21, 23, 24, 25: 1d20 + 2 ⇒ (12) + 2 = 141d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (15) + 2 = 17 Cinderlands Card 17: Vampiric Mist

    Will encounter the mist; burying Eando Kline and difficulty increased by 1d8
    Vamipiric Mist difficulty: 1d8 ⇒ 6 DC is 12+6=18

    Will use Life Drain and create mindscape and discard Blessing of the Master of Masters to add 2 dice

    Arcane Check DC 18/38: 1d12 + 4 + 2d4 + 1d4 + 2d12 ⇒ (1) + 4 + (2, 1) + (3) + (2, 6) = 19 Success

    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.

    1 card is healed (Cleric of Nethys)

    Aric will then bury Ishani to heal 1 card for Ukuja, Aric, and Varian; Varian heals (The Owl)

    Will then cast Fly to examine Stinging Wasps and move to Base

    Varian ends his turn revealing Lexicon.

    Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded.

    Varian recharges spell Life Drain and then resets his hand.

    Radovan is displayed after Heggal's SOT

    Reminder of Scenario changes:
    Keppira D'Bear Displayed: Add 1d4 to checks against Undead banes

    The Harrow suit is Hammers.
    Add 1d4 to Strength non-combat checks.
    When you play your harrow, you may draw a weapon or an armor from your discards.
    Harrow suit blessings are considered AD#

    When you move to or from the Base without playing a boon to move, bury a boon.
    When you succeed at a check to defeat by 20 or more, gain 1 respect point.
    When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
    If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead. (Note; if you pass the check and Cindermaw remains undefeated from this power, then you did not "fail a check to defeat" Cindermaw.)

    "

    Varian wrote:

    Hand: Ice and Fire, Byzantine Lexicon, Wayfinder#Core, Cleric of Nethys, BotSpellbound, BotG, The Owl,

    Displayed: Create Mindscape, Keppa D'Bear, Laori Vaus, Radovan,
    Deck: 5 Discard: 7 Buried: 1
    Hero Points: 1
    Respect: 2
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Magnetic Grimoire adds d4 if elmental invoked
    Movement: Order for my movement: shrine, reading room, repository, river, dunes
    Other: Loot Pref: Bl3/Sp3

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: The Real Rabbit Prince, Spellbook#Core, Mind's Eye Blade, Rodrick
    Recharged: Life Drain#Core,
    Discard Pile:Salvator Scream, Blessing of the Starsong, Force Missile#Core, The Keep, Fire Snake, Blessing of Master of Masters, Fly#Core,
    Buried Pile:Eando Kline,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell (□ or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☑+1).
    ☑ At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (2)
    Notes for Varian: respect point gained, HP used
    Notes for Aric: Ishani Buried & healed 1 (or poisoned removed), handed Grimoire
    Notes for Ukuja: healed 1 (or poisoned removed)
    Additional Info 1: May cost moving to/away base; defeat by 20 for respect
    Additional Info 2: honor-tested if fail defeat against cindermaw; if honor-tested d4-1 fire sot; cindermaw is undefeated unless honor-tested
    Ukuja, TRR - Location #1: Cinderlands (Create Mindscape Displayed) 15 (Random 3,4,7,8,9,10,11,13,14,20,22) remain // All cards examined/free to view. 15=Stinging Wasps, rest of Order unknown
    Heggal, Varian - Location #2: Base - remain

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