[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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SCENARIO 5B: SHADOWS ON THE WING

(There is no official intro text, as per this post.)

LOCATIONS:
1 - Base
1 - Castle
1 - Lair
1 - Slaughterhouse
2 - Throne Room
3 - Storehouse
4 - Stable

THREAT LIST:

  • Danger: Ancient Skeleton, Wight, Wraith, Zombie Minions
  • Villain: Belshallam
  • Closing Henchmen: Danse Macabre, Knurlott, Wraiths - Proxy A

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • While marked with the scourge Drained, your hand size is reduced by 2.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.

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

    HARROWING:

    Varian's Harrow - The Lost:

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

    Aric's Harrow - 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.

    Heggal's Harrow - 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.

    Ukuja's Harrow - The Carnival:

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


  • During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)

  • At the start of each scenario, add the wildcards Besieged, Deadly, Unhallowed and Withering.

    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 || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • While marked with the scourge Drained, your hand size is reduced by 2.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Ancient Skeleton, Wight, Wraith, Zombie Minions
  • Villain: Belshallam
  • Closing Henchmen: Danse Macabre, Knurlott, Wraiths - Proxy A

    Scenario Level (#): 5

    Turn: 0, Heggal/kuey

    Random Cards:

    Monsters
    Spoiler:
    Banshee
    CotCT
    Monster 5
    Traits:
    Banshee
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, discard them from the top of your deck.


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

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

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

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

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

    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.

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

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

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

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

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

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

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


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

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


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

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


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

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

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

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

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

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

    Spoiler:
    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.

    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.


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

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

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

    Spoiler:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

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


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

    Blessings
    Spoiler:
    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:
    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.

    Spoiler:
    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.

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

    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 Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 2 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Ukuja/Bigguyinblack
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 3 Varian/Zalarian:
    Spoiler:
    Hourglass Card 3 Varian/Zalarian
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 4 Heggal/kuey:
    Spoiler:
    Hourglass Card 4 Heggal/kuey
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 5 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Aric/AAUGHWHY
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 6 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Ukuja/Bigguyinblack
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 7 Varian/Zalarian:
    Spoiler:
    Hourglass Card 7 Varian/Zalarian
    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 8 Heggal/kuey:
    Spoiler:
    Hourglass Card 8 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 9 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Aric/AAUGHWHY
    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 10 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Ukuja/Bigguyinblack
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 11 Varian/Zalarian:
    Spoiler:
    Hourglass Card 11 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 12 Heggal/kuey:
    Spoiler:
    Hourglass Card 12 Heggal/kuey
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 13 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Aric/AAUGHWHY
    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 14 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 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 15 Varian/Zalarian:
    Spoiler:
    Hourglass Card 15 Varian/Zalarian
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 16 Heggal/kuey:
    Spoiler:
    Hourglass Card 16 Heggal/kuey
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
    To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Hourglass Card 17 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 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 18 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 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 19 Varian/Zalarian:
    Spoiler:
    Hourglass Card 19 Varian/Zalarian
    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.
    Hourglass Card 20 Heggal/kuey:
    Spoiler:
    Hourglass Card 20 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 21 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Aric/AAUGHWHY
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 22 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Ukuja/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 23 Varian/Zalarian:
    Spoiler:
    Hourglass Card 23 Varian/Zalarian
    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 24 Heggal/kuey:
    Spoiler:
    Hourglass Card 24 Heggal/kuey
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 25 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 25 Aric/AAUGHWHY
    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.
    Hourglass Card 26 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Ukuja/Bigguyinblack
    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 27 Varian/Zalarian:
    Spoiler:
    Hourglass Card 27 Varian/Zalarian
    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 28 Heggal/kuey:
    Spoiler:
    Hourglass Card 28 Heggal/kuey
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 29 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 29 Aric/AAUGHWHY
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 30 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 30 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.

    Location #1: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Throne Room
    Urban
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: A local character summons and defeats the story bane Rioting Mob.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None


  • Deck Handler Desired upgrades meh

    Loot. Taking Returning Totem Spear replacing Blackjack's Daggers. Taking Moon Maiden Armor replacing Arboreal Armor, Taking Guide replacing Javelin. Favored card Weapon. Cohorts Python and Leryn. Starting location Storehouse.

    Ukuja wrote:

    Hand: Wendifisa Spear, Elk, Cauterize, Blessing of the Green Faith (1), Druid of the Green Faith, Hatchetbird, Guide, Call Animal, Blessing of Abadar,

    Displayed: Leryn (Hunter Class Deck), Python,
    "Current Location: Storehouse
    "
    Deck: 15 Discard: 0 Buried: 0
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Movement: Move me to the Slaughterhouse 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 (2), Dwarf Caiman, Moon Maiden Armor, Blackjack's Gear, Blackjack's Rapier, Returning Totem Spear, Aspect of the Bull, Stone Axe +1, Cure, The Carnival, Blessing of Milani, Hatchet, Angelstep, Headband of Inspired Wisdom, Fire Gecko
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 5
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

    Drawing 3 extra cards: Headband of Inspired Wisdom, Moon Maiden Armor, Hatchet. Placing Cauterize, Hatchet, and Guide in kit. Draw a card: Returning Totem Spear then recharge Returning Totem Spear. At the start of Aric/RR's turn cast Call Animal for Dwarf Caiman and display Moon Maiden Armor.

    divine 6 to recover Call Animal including Harrow Suit and revealing Headband of Inspired Wisdom: 1d10 + 1d4 + 7 ⇒ (9) + (2) + 7 = 18

    Ukuja wrote:

    Hand: Wendifisa Spear, Headband of Inspired Wisdom, Elk, Druid of the Green Faith, Hatchetbird, Dwarf Caiman, Blessing of the Green Faith (1), Blessing of Abadar, The Carnival,

    Displayed: Leryn (Hunter Class Deck), Python, Moon Maiden Armor,
    "Current Location: Storehouse
    Kit: Cauterize, Hatchet, Guide, "
    Deck: 11 Discard: 0 Buried: 0
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.

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

    Blessing of Abadar: +2 dice vs barriers.

    Movement: Move me to the Slaughterhouse 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): Stone Axe +1, Blackjack's Rapier, Blackjack's Gear, Angelstep, Fire Gecko, Cure, Returning Totem Spear, Blessing of Milani, Blessing of the Green Faith (2), Aspect of the Bull
    Recharged: Call Animal,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 5
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.


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

    Varian - CotCT-5B: Shadows on the Wing

    Starting Location Throne Room
    Loot
    Will put Spellbook into box and put Zellara's Harrow Deck into deck
    Will put Cleric of Nethys into box and put Salvator Scream into deck
    Will put Byzantine Lexicon into box and put Silver War Paint into deck
    Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
    Will display Radovan on turn 1 after SOT

    "

    Varian wrote:

    Hand: The Lost, Staff of Dark Flame, Rodrick, Wayfinder#Core, Magnetic Grimoire, Oparal, Blessing of Osiris, Fire Snake, Summon Hellhounds,

    Displayed: Radovan,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    D4 added if elemental trait exists / Summon Hellhounds local if fire and/or 2d6 needed
    Movement: Order for my movement: #4: Throne Room, #1: Castle, #3: Slaughterhouse, #6: Stable, #5: Storehouse,
    #7: Base, #2: Lair
    Other: Loot Pref: Sp5/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Blessing of the Gods, i1Zellara's Harrow Deck, Blessing of the Starsong, Salvator Scream, Silver War Paint, Create Mindscape, Blessing of Master of Masters, Ice and Fire, Ice Chemist, Fly#Core, Life Drain#Core
    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.

    "


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

    Starting Location: Storehouse (Moving to Stable on my turn)

    Starting Identity: Aric

    Loot: Exchanging Masque for Ausio Carowyn. Exchanging Mask of Stolen Mien for Red War Paint

    Aric wrote:

    Hand: Blessing of The Vaultmaster, Clockwork Spy, Mask of the Red Raven, Cockroach Coat, Blessing of the Ancients, Evangelist, Captain's Cutlass (Finesse),

    Displayed:
    "Kit: Rapier (Core, Finesse), Psychic Detective, Dreamstalker,
    Aric has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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

    "
    Deck: 14 Discard: 0 Buried: 0
    "NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)"

    Display Cockroach Coat

    "

    Aric wrote:

    Hand: Captain's Cutlass (Finesse), Mask of the Red Raven, Clockwork Spy, Evangelist, Blessing of The Vaultmaster, The Queen Mother, Blessing of the Ancients,

    Displayed: Cockroach Coat,
    Kit: Rapier (Core, Finesse), Psychic Detective, Dreamstalker,
    Aric has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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


    Deck: 13 Discard: 0 Buried: 0
    NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shadowless Sword (Finesse), Blessing of the Midnight Lord, Blessing of Bastet, Menacing Backsword +1 (Finesse), Dandy Brute, Sharper, Quick-Change Mask, Heister, Gambeson, Hypnotist's Locket, Red War Paint, Lockpick Shield
    Recharged: Ausio Carowyn,
    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) ([X] 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 ([X] 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: 4 ☐ 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([X] 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).
    [X] If a character at your location would fail a check to defeat a monster ([ ] 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

    Declared my loot in the discussion thread.

    Heggal will start at #2: Lair

    "

    Heggal (Life of the Party) wrote:

    Hand: Flaming Longsword +3, Righteousness, Evangelist, Lookout, Lyrune-Quah Truthspeaker, Blessing of Angradd,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: #2: Lair
    Hero Points: 4
    Tier.XP : 5.1
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Evangelist: +1d4 to local check
    Lookout: +1d6 Perception
    Lyrune-Quah Truthspeaker: +1d6 Wis or Divine
    Movement: If current location closes: a location without players

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Kazavon's Shield, Chain Mail (Core), Blessing of Cayden Cailean, Aqueous Orb, Blessing of Abadar, Ruan Mirukova, Grappler's Mask, Pillaging Mace, Sklar-Quah Thundercaller, Katana +1, Lyrune-Quah Moon Maiden, Banner
    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.

    "


    And Aric starts!

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

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)

  • At the start of each scenario, add the wildcards Besieged, Deadly, Unhallowed and Withering.

    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 || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • While marked with the scourge Drained, your hand size is reduced by 2.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Ancient Skeleton, Wight, Wraith, Zombie Minions
  • Villain: Belshallam
  • Closing Henchmen: Danse Macabre, Knurlott, Wraiths - Proxy A

    Scenario Level (#): 5

    Turn: 1, Aric/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Spoiler:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    Spoiler:
    Soul Mistress
    CotCT
    Monster 5
    Traits:
    Hag
    Outsider
    To Defeat:
    Combat 21
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.

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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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


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

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


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

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


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

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

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

    Items
    Spoiler:
    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.


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

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

    Allies
    Spoiler:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

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

    Spoiler:
    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:
    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:
    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.

    Blessings
    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:
    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.

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

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

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

    Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Ukuja/Bigguyinblack
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 2 Varian/Zalarian:
    Spoiler:
    Hourglass Card 2 Varian/Zalarian
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 3 Heggal/kuey:
    Spoiler:
    Hourglass Card 3 Heggal/kuey
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Aric/AAUGHWHY
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 5 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Ukuja/Bigguyinblack
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 6 Varian/Zalarian:
    Spoiler:
    Hourglass Card 6 Varian/Zalarian
    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 7 Heggal/kuey:
    Spoiler:
    Hourglass Card 7 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 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Aric/AAUGHWHY
    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 9 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Ukuja/Bigguyinblack
    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 Varian/Zalarian:
    Spoiler:
    Hourglass Card 10 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 11 Heggal/kuey:
    Spoiler:
    Hourglass Card 11 Heggal/kuey
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 12 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 Aric/AAUGHWHY
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 13 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 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 14 Varian/Zalarian:
    Spoiler:
    Hourglass Card 14 Varian/Zalarian
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 15 Heggal/kuey:
    Spoiler:
    Hourglass Card 15 Heggal/kuey
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
    To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Hourglass Card 16 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 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 17 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 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 18 Varian/Zalarian:
    Spoiler:
    Hourglass Card 18 Varian/Zalarian
    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.
    Hourglass Card 19 Heggal/kuey:
    Spoiler:
    Hourglass Card 19 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 20 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 20 Aric/AAUGHWHY
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 21 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Ukuja/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 22 Varian/Zalarian:
    Spoiler:
    Hourglass Card 22 Varian/Zalarian
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 23 Heggal/kuey:
    Spoiler:
    Hourglass Card 23 Heggal/kuey
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 24 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 24 Aric/AAUGHWHY
    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.
    Hourglass Card 25 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Ukuja/Bigguyinblack
    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 26 Varian/Zalarian:
    Spoiler:
    Hourglass Card 26 Varian/Zalarian
    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 27 Heggal/kuey:
    Spoiler:
    Hourglass Card 27 Heggal/kuey
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 28 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 28 Aric/AAUGHWHY
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 29 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Castle Card 1:
    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.
    Castle Card 2:
    Aerilaya
    CotCT
    Ally 5
    Traits:
    Banshee
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Weapon 0
    Display. While displayed:
    * On local combat or Constitution checks, add 1d6.
    * At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.
    Castle Card 3:
    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.
    Castle Card 4:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Castle Card 5:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Castle Card 6:
    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.
    Castle Card 7:
    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.
    Castle Card 8:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Castle Card 9:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Castle Card 10:
    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.

    Location #2: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Heggal/kuey, None
    Lair Card 1:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Lair Card 2:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
    Lair Card 3:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Lair Card 4:
    Banudor
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.
    Lair Card 5:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12

    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Lair Card 6:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11

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

    Lair Card 7:
    Danse Macabre
    CotCT
    Story Bane 5
    Type: Barrier
    Traits:
    Skirmish
    Undead
    To Defeat:
    Combat 28
    OR Dexterity
    Acrobatics
    Wisdom 11
    Immune to Cold, Mental, and Poison.
    Resistant to Attack.
    Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
    If undefeated, suffer the scourges Drained and Exhausted.
    Lair Card 8:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Lair Card 9:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Lair Card 10:
    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.

    Location #3: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Slaughterhouse Card 2:
    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.
    Slaughterhouse Card 3:
    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.
    Slaughterhouse Card 4:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Slaughterhouse Card 5:
    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.
    Slaughterhouse Card 6:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Slaughterhouse Card 7:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Slaughterhouse Card 8:
    Keen Spiked Chain
    CotCT
    Weapon 5
    Traits:
    2-Handed
    Chain
    Finesse
    Magic
    Melee
    Piercing
    To Acquire:
    Strength
    Acrobatics
    Melee 15
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 9:
    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.
    Slaughterhouse Card 10:
    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.

    Location #4: Throne Room
    Urban
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: A local character summons and defeats the story bane Rioting Mob.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Varian/Zalarian, None
    Throne Room Card 1:
    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.

    Throne Room Card 2:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Throne Room Card 3:
    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.
    Throne Room Card 4:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
    Throne Room Card 5:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Throne Room Card 6:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
    Throne Room Card 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Throne Room Card 8:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Throne Room Card 9:
    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.
    Throne Room Card 10:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    Location #5: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
    Storehouse Card 1:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
    Storehouse Card 2:
    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.
    Storehouse Card 3:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Storehouse Card 4:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
    Storehouse Card 5:
    Belshallam
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Combat 26
    Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained.
    If undefeated, bury your role card.
    Storehouse Card 6:
    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.
    Storehouse Card 7:
    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.
    Storehouse Card 8:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Storehouse Card 9:
    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.
    Storehouse Card 10:
    Corpse Lotus
    CotCT
    Monster 5
    Traits:
    Plant
    Veteran
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Acid and Electricity.
    If you are at a Wild location, the difficulty to defeat is increased by #.
    If undefeated, each local character suffers the scourge Entangled.

    Location #6: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None
    Stable Card 1:
    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.
    Stable Card 2:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
    Stable Card 3:
    Knurlott
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
    Stable Card 4:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11

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

    Stable Card 5:
    Vortex of Madness
    CotCT
    Barrier 4
    Traits:
    Curse
    Trigger
    To Defeat:
    Intelligence
    Perception 11
    OR Wisdom
    Divine 13
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
    Stable Card 6:
    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.

    Stable Card 7:
    Troll
    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
    Stable Card 8:
    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.
    Stable Card 9:
    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.
    Stable Card 10:
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None
    Base Card 1:
    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:
    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.
    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:
    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 5:
    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 6:
    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 7:
    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 8:
    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 9:
    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 10:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 11:
    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.


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

    Hour is The Vision: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    Start of turn, examine top card of location: Speed Battleaxe. A weapon 5, but I need a double bless to get it. Let's just banish it. Exchange Rapier in kit with top card of deck: Shadowless Sword.

    Start of turn, Switch to TRR. Exchange Captain's Cutlass with Shadowless Sword in kit.

    Move to Stable. Examine top card of Stable: Wolverine. Switch back to Aric. Switch Mask of TRR with Psychic Detective in kit

    Aric makes his way to the stables and finds a Card 1: Wolverine. What kind of stable is this? Reveal Evangelist for +1

    WIS 9: 1d8 + 1d4 + 2 ⇒ (4) + (2) + 2 = 8

    Aric leaves the wolverine be and finds a Card 2: Stone-Shard Breastplate. Probably there for whoever has to handle the wolverine... Display Clockwork Spy to examine then explore again. Banish the Breastplate; I'll need a double bless again.

    Aric's question regarding the stablemaster is answered when Card 3: Knurlott enters. Aric slinks into an empty stall to change before lunging at the skeleton! Discard Psychic Detective to examine then explore. Switch to TRR. Reveal Evangelist for +1 on every check.

    Acrobatics 10: 1d10 + 1d4 + 7 ⇒ (10) + (2) + 7 = 19

    For the combats, reveal Shadowless Sword for Melee+1d8+2. Weapon Finesse gives me Melee: DEX+3. Evangelist adds +1

    Combat 14: 1d10 + 1d8 + 10 ⇒ (10) + (3) + 10 = 23
    Combat 18: 1d10 + 1d8 + 10 ⇒ (6) + (3) + 10 = 19

    On defeating a monster, switch to Aric. Exchange Rapier on top of deck with Mask of TRR in kit. On the close check, reveal Evangelist for +1

    Close Attempt Diplomacy 10: 1d10 + 7 ⇒ (9) + 7 = 16

    Aric throws one of Knurlott's bones in with the wolverine, as a treat.

    Stable closed. Move back to Storehouse

    End of turn, withering makes me bury Psychic Detective

    Aric wrote:

    Hand: Shadowless Sword (Finesse), Mask of the Red Raven, Red War Paint, Evangelist, Blessing of The Vaultmaster, The Queen Mother, Blessing of the Ancients,

    Displayed: Cockroach Coat, Clockwork Spy,
    Kit: Captain's Cutlass (Finesse), Rapier (Core, Finesse), Dreamstalker,
    Deck: 11 Discard: 0 Buried: 1
    "NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Vaultmaster: +2 dice vs Barriers, recharge if hour is Abadar
    Ancients: +1 die, recharge if hour is #0
    Queen Mother: Bless+ (1 for each card played lower than #)"

    Start of next turn, Display Red War Paint

    "

    Aric wrote:

    Hand: Shadowless Sword (Finesse), Mask of the Red Raven, Evangelist, Blessing of The Vaultmaster, The Queen Mother, Blessing of the Ancients,

    Displayed: Cockroach Coat, Clockwork Spy, Red War Paint,
    Kit: Captain's Cutlass (Finesse), Rapier (Core, Finesse), Dreamstalker,
    Deck: 11 Discard: 0 Buried: 1
    NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Vaultmaster: +2 dice vs Barriers, recharge if hour is Abadar
    Ancients: +1 die, recharge if hour is #0
    Queen Mother: Bless+ (1 for each card played lower than #)
    Other: Red War Paint: Reduce Elec/Fire damage to my by 3; Bury when hand is empty

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Menacing Backsword +1 (Finesse), Heister, Gambeson, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask, Sharper, Blessing of Bastet, Hypnotist's Locket, Dandy Brute
    Recharged: Ausio Carowyn,
    Discard Pile:
    Buried Pile: Psychic Detective,

    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) ([X] 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 ([X] 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: 4 ☐ 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([X] 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).
    [X] If a character at your location would fail a check to defeat a monster ([ ] 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 (0)
    Additional Info 1: lots of bad things: damage, blessings for checks, eot bury
    Additional Info 2: While marked with the scourge Drained, your hand size is reduced by 2.
    Location #1: Castle 1-10 remain
    Location #2: Lair 1-10 remain
    Location #3: Slaughterhouse 1-10 remain
    Location #4: Throne Room 1-10 remain
    Location #5: Storehouse 2-10 remain

    Location #7: Base 1-10 remain


    Deck Handler Desired upgrades meh

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

    Leryn examines top card of Storehouse: Shoanti Barbarian Hide Loot. Replacing it with random armor #1 Impervious Chain Shirt. Place The Carnival in kit to draw Guide. Move to Slaughterhouse.

    Slaughterhouse Card 1: Henchman Proxy A2/Wraiths:

    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Dazed.

    combat 13 +5 +5 revealing Wendifisa Spear, burying Blessing of Abadar, revealing Headband of Inspired Wisdom, recharge Hatchetbird: 2d10 + 1d12 + 1d6 + 10 ⇒ (10, 8) + (11) + (6) + 10 = 45

    Discard Elk due to location. Banish Guide to close Slaughterhouse. Examine top card of each location. Castle Card 1: Limning Starknife, Lair Card 1: Disintegrate, Throne Room Card 1: Acid Rain, Storehouse Card 2: Impervious Chain Shirt, Base card 1: Thousand Bones. Ukuja moves to Storehouse on close.

    End of turn recharge Elk.

    Ukuja wrote:

    Hand: Wendifisa Spear, Headband of Inspired Wisdom, Druid of the Green Faith, Dwarf Caiman, Blessing of the Green Faith (1), Blackjack's Gear, Angelstep, Blessing of the Green Faith (2), Fire Gecko,

    Displayed: Leryn (Hunter Class Deck), Python, Moon Maiden Armor,
    "Current Location: Storehouse
    Kit: Cauterize, Hatchet, The Carnival, "
    Deck: 9 Discard: 0 Buried: 1
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

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

    Movement: Move me to the Slaughterhouse 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 Milani, Blackjack's Rapier, Stone Axe +1, Returning Totem Spear, Cure, Aspect of the Bull
    Recharged: Call Animal, Hatchetbird, Elk,
    Discard Pile:
    Buried Pile: Blessing of Abadar,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 5
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

    Storehouse card 2 is actually random Armor #1 Impervious Chain Shirt.
    Slaughterhouse closed.
    Top card of each location was examined. Castle Card 1: Limning Starknife, Lair Card 1: Disintegrate, Throne Room Card 1: Acid Rain, Storehouse Card 2: Impervious Chain Shirt, Base card 1: Thousand Bones.


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

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

    Turn - Hour: 3- Hourglass Card 2 Varian/Zalarian The Survivor
    Hour Rules: At the start of your turn, you may recharge any number of cards then reset.

    SOT:

    Draw #(5) Cards and recharge #(5) Cards
    Draw: Salvator Scream
    Ice Chemist
    Blessing of Master of Masters
    Silver War Paint
    i1Zellara's Harrow Deck
    Recharge: The Lost
    Rodrick
    Blessing of Osiris
    Wayfinder#Core
    Summon Hellhounds

    Give Card: None
    Move: Throne Room -> Castle
    Location Powers: The difficulty to defeat story banes is increased by 2.

    Will discard Salvator Scream and draw blessing - Hourglass Card 3 Heggal/kuey Norgorber's Shadow

    Norgorber's Shadow:

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

    Explore: Lair Card 1: Disintegrate

    Will display silver war paint

    Will recharge Norgorber's Shadow for Urban assistance to add 1d4+1 and reveal ice chemist and grimoire for a d4
    Arcane Check DC 14: 1d12 + 5 + 1d4 + 1 + 1d4 ⇒ (3) + 5 + (4) + 1 + (2) = 15 Success

    Disintegrate:

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

    Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order
    Lair Card 2: Sentinel Devil
    Lair Card 4: Banudor
    Lair Card 3: Maiden's Helm

    Will discard Norgorber's Shadow to explore
    Explore: Lair Card 2: Sentinel Devil
    Will reveal ice chemist and grimoire for a d4 and use Disintegrate
    Will recharge Blessing of the Master of Masters for Urban assistance to add 1d4+1
    Arcane Check DC 23: 1d12 + 5 + 4d6 + 1d4 + 1d4 + 1 ⇒ (8) + 5 + (3, 6, 6, 6) + (2) + (4) + 1 = 41 Success; since used attack do not suffer wounded

    Sentinel Devil:

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

    Will recharge Oparal to shuffle random ally (Salvator) into deck

    Varian ends his turn and must bury a random card (Norgorber's Shadow).

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

    Will use Fire Snake to make Perception Arcane Int check
    During recovery, attempting to recharge rather than discard Harrow Deck. since hour is harrow, add 1d4. Heggal reveals lookout for 1d6. Reveal grimoire to add d4 since fire
    Perception Check DC 12 with Harrow and Harrow: 1d12 + 5 + 1d4 + 1d6 + 1d4 ⇒ (10) + 5 + (2) + (3) + (2) = 22 Success

    Varian recharges spells Disintegrate and Fire Snake and then resets his hand.

    Reminder of Scenario changes:

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

    The Harrow suit is Stars.
    Add 1d4 to Wisdom non-combat checks.
    When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    At the start of each scenario, add the wildcards Deadly, Unhallowed and Withering.
    Harrow suit blessings are considered AD#

    When you move to or from the Base without playing a boon to move, bury a boon.

    While marked with the scourge Drained, your hand size is reduced by 2.

    Deadly: When you suffer damage, it is increased by 1.
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Withering: At the end of your turn, bury a random card from your discards.

    "

    Varian wrote:

    Hand: Staff of Dark Flame, Magnetic Grimoire, Ice Chemist, Fly#Core, Blessing of Master of Masters, Create Mindscape, Blessing of the Gods, Rodrick,

    Displayed: Radovan, Silver War Paint,
    Deck: 12 Discard: 0 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Magnetic Grimoire d4 added if elemental trait exists
    Movement: Order for my movement: #4: Throne Room, #1: Castle, #3: Slaughterhouse, #6: Stable, #5: Storehouse,
    #7: Base, #2: Lair
    Other: Loot Pref: Sp5/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Blessing of the Starsong, Life Drain#Core, Wayfinder#Core, Ice and Fire, Summon Hellhounds, Blessing of Osiris, The Lost, Salvator Scream, Oparal
    Recharged: i1Zellara's Harrow Deck, Disintegrate, Fire Snake,
    Discard Pile:
    Buried Pile:Norgorber's Shadow,

    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) + 1 (Salvator)
    Additional Info 1: lots of bad things: damage, blessings for checks, eot bury
    Additional Info 2: While marked with the scourge Drained, your hand size is reduced by 2.
    Location #1: Castle 1-10 remain // 1=Limning Starknife
    Heggal, Varian - Location #2: Lair 4,3,5-10 remain // 3=Maiden's Helm,4=Banudor

    Location #4: Throne Room 1-10 remain // 1=Acid Rain
    Ukuja, Aric - Location #5: Storehouse 2-10 remain // 2=Impervious Chain Shirt

    Location #7: Base 1-10 remain // 1=Thousand Bones


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Aric, Ukuja, Varian, Heggal,
    Turn: Turn 4 (+1): Pharasma's Knowing
    Hour Power: On your check against an Undead card, add 1d6.
    SOT: Nil
    Give Card: Give The Midwife to Varian
    Move: Stay at #2: Lair
    Explore:

    #4: Banudor:

    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

    Reveal Lookout for +1d4+3.
    Reveal Evangelist for +1
    Melee DC14: 1d8 + 5 + 1d4 + 3 + 1 ⇒ (6) + 5 + (3) + 3 + 1 = 18 ==> Acquired

    Discard Lyrune-Quah Truthspeaker to explore again.

    #3: Maiden's Helm:

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

    Reveal Lookout for +1d4+3.
    Reveal Evangelist for +1
    Diplomacy DC10: 1d10 + 2 + 1d4 + 3 + 1 ⇒ (8) + 2 + (1) + 3 + 1 = 15 ==> Acquired

    Recharge Lookout to examine ==> #5: Bloodbug Swarm

    End Turn: Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Flaming Longsword +3, Banudor, Righteousness, Maiden's Helm, Evangelist, Blessing of Angradd,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Current Location: #2: Lair
    Hero Points: 4
    Tier.XP : 5.1
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Evangelist: +1d4 to local check
    Flaming Longsword +3: +1d8+1 local combat
    Banudor: +1d6 Craft or Disable
    Movement: If current location closes: #1: Castle

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pillaging Mace, Banner, Blessing of Cayden Cailean, Aqueous Orb, Blessing of Abadar, Sklar-Quah Thundercaller, Kazavon's Shield, Augury, Lyrune-Quah Moon Maiden, Katana +1, Grappler's Mask, Chain Mail (Core), Ruan Mirukova
    Recharged: Lookout,
    Discard Pile: Lyrune-Quah Truthspeaker,
    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 (1) + 1(Salvator)
    Notes for Varian: Heggal: Gave The Midwife
    Additional Info 1: lots of bad things: damage, blessings for checks, eot bury
    Additional Info 2: While marked with the scourge Drained, your hand size is reduced by 2.
    Location #1: Castle 1-10 remain // 1=Limning Starknife
    Heggal, Varian - Location #2: Lair 5-10 remain // 5=Bloodbug Swarm

    Location #4: Throne Room 1-10 remain // 1=Acid Rain
    Ukuja, Aric - Location #5: Storehouse 2-10 remain // 2=Impervious Chain Shirt

    Location #7: Base 1-10 remain // 1=Thousand Bones


    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)

  • At the start of each scenario, add the wildcards Besieged, Deadly, Unhallowed and Withering.

    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 || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • While marked with the scourge Drained, your hand size is reduced by 2.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Ancient Skeleton, Wight, Wraith, Zombie Minions
  • Villain: Belshallam
  • Closing Henchmen: Danse Macabre, Knurlott, Wraiths - Proxy A

    Scenario Level (#): 5

    Turn: 5, Aric/AAUGHWHY

    Random Cards:

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

    Spoiler:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

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

    Spoiler:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and 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:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

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

    Spoiler:
    Vortex of Madness
    CotCT
    Barrier 4
    Traits:
    Curse
    Trigger
    To Defeat:
    Intelligence
    Perception 11
    OR Wisdom
    Divine 13
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

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

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

    Spoiler:
    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.

    Weapons
    Spoiler:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

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

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

    Spoiler:
    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.

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

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

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


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

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

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

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

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

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

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

    Spoiler:
    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.


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

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


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

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

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


    Allies
    Spoiler:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

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

    Spoiler:
    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:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

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


    Blessings
    Spoiler:
    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.

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

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

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

    Spoiler:
    The 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.

    Hour Power: On your check against an Undead card, add 1d6.

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Ukuja/Bigguyinblack
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 2 Varian/Zalarian:
    Spoiler:
    Hourglass Card 2 Varian/Zalarian
    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 3 Heggal/kuey:
    Spoiler:
    Hourglass Card 3 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 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Aric/AAUGHWHY
    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 5 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Ukuja/Bigguyinblack
    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 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 Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Aric/AAUGHWHY
    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 9 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 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 10 Varian/Zalarian:
    Spoiler:
    Hourglass Card 10 Varian/Zalarian
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 11 Heggal/kuey:
    Spoiler:
    Hourglass Card 11 Heggal/kuey
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
    To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Hourglass Card 12 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 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 13 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 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 14 Varian/Zalarian:
    Spoiler:
    Hourglass Card 14 Varian/Zalarian
    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.
    Hourglass Card 15 Heggal/kuey:
    Spoiler:
    Hourglass Card 15 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 16 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 Aric/AAUGHWHY
    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 17 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Ukuja/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 18 Varian/Zalarian:
    Spoiler:
    Hourglass Card 18 Varian/Zalarian
    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 19 Heggal/kuey:
    Spoiler:
    Hourglass Card 19 Heggal/kuey
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 20 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 20 Aric/AAUGHWHY
    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.
    Hourglass Card 21 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Ukuja/Bigguyinblack
    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 22 Varian/Zalarian:
    Spoiler:
    Hourglass Card 22 Varian/Zalarian
    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 23 Heggal/kuey:
    Spoiler:
    Hourglass Card 23 Heggal/kuey
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 24 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 24 Aric/AAUGHWHY
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 25 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 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.

    Location #1: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Castle Card 1 (Limning Starknife):
    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.
    Castle Card 2:
    Aerilaya
    CotCT
    Ally 5
    Traits:
    Banshee
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Weapon 0
    Display. While displayed:
    * On local combat or Constitution checks, add 1d6.
    * At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.
    Castle Card 3:
    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.
    Castle Card 4:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Castle Card 5:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Castle Card 6:
    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.
    Castle Card 7:
    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.
    Castle Card 8:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Castle Card 9:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Castle Card 10:
    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.

    Location #2: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Heggal/kuey, Varian/Zalarian, None
    Lair Card 1:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12

    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Lair Card 2:
    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.

    Lair Card 3:
    Danse Macabre
    CotCT
    Story Bane 5
    Type: Barrier
    Traits:
    Skirmish
    Undead
    To Defeat:
    Combat 28
    OR Dexterity
    Acrobatics
    Wisdom 11
    Immune to Cold, Mental, and Poison.
    Resistant to Attack.
    Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
    If undefeated, suffer the scourges Drained and Exhausted.
    Lair Card 4:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Lair Card 5:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Lair Card 6:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.

    Location #4: Throne Room
    Urban
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: A local character summons and defeats the story bane Rioting Mob.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Throne Room Card 1 (Acid Rain):
    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.

    Throne Room Card 2:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Throne Room Card 3:
    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.
    Throne Room Card 4:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
    Throne Room Card 5:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Throne Room Card 6:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
    Throne Room Card 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Throne Room Card 8:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Throne Room Card 9:
    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.
    Throne Room Card 10:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    Location #5: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
    Storehouse Card 1 (Shoanti Barbarian Hide):
    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.
    Storehouse Card 2:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Storehouse Card 3:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
    Storehouse Card 4:
    Belshallam
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Combat 26
    Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained.
    If undefeated, bury your role card.
    Storehouse Card 5:
    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.
    Storehouse Card 6:
    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.
    Storehouse Card 7:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Storehouse Card 8:
    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.
    Storehouse Card 9:
    Corpse Lotus
    CotCT
    Monster 5
    Traits:
    Plant
    Veteran
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Acid and Electricity.
    If you are at a Wild location, the difficulty to defeat is increased by #.
    If undefeated, each local character suffers the scourge Entangled.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    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:
    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.
    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:
    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 5:
    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 6:
    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 7:
    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 8:
    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 9:
    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 10:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 11:
    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.


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

    Hour is Pharasma's Knowing: On your check against an Undead card, add 1d6.

    Start of turn, switch to TRR. Exchange Mask of TRR with Dreamstalker in Kit

    Move to Castle.

    The Red Raven moves to the Castle to pick up the Card1: Limming Starknife Blackjack's intel found there. Reveal Evangelist for +1

    Acrobatics 13: 1d10 + 1d4 + 7 ⇒ (2) + (1) + 7 = 10 Ugh. Bad luck...

    But the intel never actually said where in the castle it was. The Red Raven hears someone screaming a few rooms over and rushes over. He finds the banshee Card 2: Aerilaya. Discard Blessing of the Ancients to examine then explore again. Switch to Aric. Reveal Evangelist for +1. Hour adds 1d6

    Diplomacy 12: 1d10 + 1d6 + 7 ⇒ (2) + (4) + 7 = 13

    Aerilaya is fine. Apparently, they just do that for fun. Aerilaya takes a break to warn Aric of the Card 3: Basilisk lurking nearby. He thanks them and suits up to dispatch it. Use power to examine location, switch to TRR. Discard The Queen Mother to explore, which heals Blessing of the Ancients. For the BA and combat, reveal Evangelist for +1

    BA Perception 6: 1d8 + 1d4 + 2 ⇒ (1) + (4) + 2 = 7

    For the combat, Reveal Shadowless Sword for Melee+1d8+2. Weapon Finesse gives me Melee: DEX+3

    Combat 14: 1d10 + 1d8 + 10 ⇒ (6) + (1) + 10 = 17

    As the basilisk goes down, Aerilaya starts screaming again, this time with friends. It's not pleasant... Bury Aerilaya to explore again. Encounter Card 4: Wailing Maidens. Auto Fail the CON/Fort BA check. Reveal Evangelist for +1

    Stealth 13: 1d10 + 1d4 + 7 ⇒ (1) + (3) + 7 = 11

    Irreducible Mental Damage: 1d4 ⇒ 1
    Combat Damage: 1d4 ⇒ 2

    Discard Evangelist, Dreamstalker, and Shadowless Sword as damage

    No matter how far The Red Raven gets, he can still hear it!

    Withering makes me Bury Shadowless Sword

    "

    Red Raven wrote:

    Hand: Quick-Change Mask, Ausio Carowyn, Sharper, Blessing of The Vaultmaster,

    Displayed: Cockroach Coat, Clockwork Spy, Red War Paint,
    Kit: Captain's Cutlass (Finesse), Rapier (Core, Finesse), Mask of the Red Raven,
    Red Raven has the following scourges marked:
    Dazed:
    While Marked:
    You may explore only once per turn and you may not examine locations.

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


    Deck: 9 Discard: 3 Buried: 3
    NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Vaultmaster: +2 dice vs Barriers, recharge if hour is Abadar
    Ausio: Bury for +2d12 to local acquire
    Other: Red War Paint: Reduce Elec/Fire damage to my by 3; Bury when hand is empty

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Dandy Brute, Blessing of the Ancients, Hypnotist's Locket, Lockpick Shield, Gambeson, Heister, Blessing of Bastet, Menacing Backsword +1 (Finesse)
    Recharged:
    Discard Pile: The Queen Mother, Dreamstalker, Evangelist,
    Buried Pile: Psychic Detective, Aerilaya, Shadowless Sword (Finesse),
    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: 4 ☐ 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([X] 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) ([X] 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 ([X] 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

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

    "


    Deck Handler Desired upgrades meh

    The Brass Dwarf: When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.

    Place Blackjack's Gear in kit and draw Hatchet from it.

    After realizing someone tried to disguise hide armor with fake chains Ukuja chops at the chains and picks them up.

    Storehouse Card 1 (Shoanti Barbarian Hide): 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.

    survival 12 revealing Headband of Inspired Wisdom, recharging Hatchet, aided by Harrow suit: 1d10 + 1d6 + 1d4 + 9 ⇒ (10) + (6) + (1) + 9 = 26

    Display Shoanti Barbarian Hide. Discard Dwarf Caiman to explore.

    Storehouse Card 2: Wood Golem:

    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    BYA Fortitude 6: 1d6 + 2 ⇒ (4) + 2 = 6

    combat 18 revealing Wendifisa Spear for survival, revealing Fire Gecko, revealing Headband of Inspired Wisdom: 1d10 + 1d12 + 1d4 + 14 ⇒ (8) + (11) + (2) + 14 = 35

    Discard Druid of the Green Faith to draw Dwarf Caiman and explore.

    Storehouse Card 3: Wand of Enervation:

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

    Banished. Discard Blessing of the Green Faith (1) to explore.

    Storehouse Card 4: Belshallam:

    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Combat 26
    Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained.
    If undefeated, bury your role card.

    botting Heggal's Guard check Melee 5 +3 revealing Evangelist to activate skill power, reveal Evangelist to add 1: 1d8 + 1d4 + 9 ⇒ (1) + (3) + 9 = 13

    Assuming Aric/RR buries a weapon or the top of his deck to guard.

    BYA Fortitude 13 revealing Dwarf Caiman: 2d6 + 2 ⇒ (3, 2) + 2 = 7
    recharge Shoanti Barbarian Hide to add my survival: 1d10 + 7 ⇒ (9) + 7 = 16

    combat 26 revealing Wendifisa Spear for survival, burying Blessing of the Green Faith (2) to bless, revealing Fire Gecko, revealing Headband of Inspired Wisdom: 2d10 + 1d12 + 1d4 + 10 ⇒ (7, 7) + (6) + (3) + 10 = 33

    Storehouse closes. On close Draw random items #1 and 2 and keep #1 Scabbard of Keen Edges. Belshallam escapes to Throne Room. Ukuja moves to Base burying Scabbard of Keen Edges.

    Angelstep targeting self: 1d4 + 1 ⇒ (2) + 1 = 3

    Ukuja ends their turn.

    Ukuja attempts to recover all cards in their Recovery pile.
    Angelstep: Survival 9: 1d10 + 1d4 + 9 ⇒ (6) + (1) + 9 = 16 -> Angelstep recharged discarded.

    Ukuja resets their hand.

    Ukuja wrote:

    Hand: Wendifisa Spear, Headband of Inspired Wisdom, Dwarf Caiman, Fire Gecko, Blessing of the Green Faith (1), Shoanti Barbarian Hide, Cure, Returning Totem Spear,

    Displayed: Leryn (Hunter Class Deck), Python, Moon Maiden Armor,
    "Current Location: Base
    Kit: Cauterize, Blackjack's Gear, The Carnival, "
    Deck: 10 Discard: 0 Buried: 3
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

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

    Movement: Move me to the Slaughterhouse 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 Milani, Call Animal, Hatchetbird, Stone Axe +1, Druid of the Green Faith, Blackjack's Rapier, Aspect of the Bull, Hatchet, Elk
    Recharged: Angelstep,
    Discard Pile:
    Buried Pile: Blessing of Abadar, Blessing of the Green Faith (2), Scabbard of Keen Edges,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 5
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

    Storehouse Card 1 acquired.
    Storehouse Closed. Belshallam escapes to Throne Room.
    Aric/RR is assumed to have buried a weapon or the top card of his deck to guard.
    Random item #1 Scabbard of Keen Edges acquired.
    Ukuja is at Base.

    Display Shoanti Barbarian Hide at the start of Varian's turn.


    Aric must complete his Guarding conditions off-turn, as per Ukuja's post. Also, as Ukuja pointed out in Discord, Aric took 2 additional points of damage during his last turn due to Deadly, and should update his hand appropriately.

    Additionally, it looks like Heggal didn't complete the Withering wildcard effect from his last turn, and should bury the ally in his discards.

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

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)

  • At the start of each scenario, add the wildcards Besieged, Deadly, Unhallowed and Withering.

    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 || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • While marked with the scourge Drained, your hand size is reduced by 2.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Ancient Skeleton, Wight, Wraith, Zombie Minions
  • Villain: Belshallam
  • Closing Henchmen: Danse Macabre, Knurlott, Wraiths - Proxy A

    Scenario Level (#): 5

    Turn: 7, Varian/Zalarian

    Random Cards:

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

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

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

    Spoiler:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and 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:
    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.

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

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

    Spoiler:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

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

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

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

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

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

    Spoiler:
    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.

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

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


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

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


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

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

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

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

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

    Items
    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    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:
    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.

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

    Hour Power: At the start of your turn, you may remove 1 of your scourges.

    Current Hour:

    The Big Sky:
    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.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Heggal/kuey:
    Spoiler:
    Hourglass Card 1 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 2 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 2 Aric/AAUGHWHY
    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 3 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Ukuja/Bigguyinblack
    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 Varian/Zalarian:
    Spoiler:
    Hourglass Card 4 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 5 Heggal/kuey:
    Spoiler:
    Hourglass Card 5 Heggal/kuey
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 6 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 6 Aric/AAUGHWHY
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 7 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 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 8 Varian/Zalarian:
    Spoiler:
    Hourglass Card 8 Varian/Zalarian
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 9 Heggal/kuey:
    Spoiler:
    Hourglass Card 9 Heggal/kuey
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
    To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Hourglass Card 10 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 10 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 11 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 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 12 Varian/Zalarian:
    Spoiler:
    Hourglass Card 12 Varian/Zalarian
    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.
    Hourglass Card 13 Heggal/kuey:
    Spoiler:
    Hourglass Card 13 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 14 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 14 Aric/AAUGHWHY
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 15 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Ukuja/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 16 Varian/Zalarian:
    Spoiler:
    Hourglass Card 16 Varian/Zalarian
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 17 Heggal/kuey:
    Spoiler:
    Hourglass Card 17 Heggal/kuey
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 18 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 18 Aric/AAUGHWHY
    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.
    Hourglass Card 19 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Ukuja/Bigguyinblack
    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 20 Varian/Zalarian:
    Spoiler:
    Hourglass Card 20 Varian/Zalarian
    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 21 Heggal/kuey:
    Spoiler:
    Hourglass Card 21 Heggal/kuey
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 22 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 22 Aric/AAUGHWHY
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 23 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 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.

    Location #1: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, (Wailing Maidens)

    Castle Card 1:
    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.
    Castle Card 2:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Castle Card 3:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Castle Card 4:
    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.
    Castle Card 5:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Castle Card 6:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Castle Card 7:
    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.

    Location #2: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Heggal/kuey, Varian/Zalarian, None
    Lair Card 1:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12

    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Lair Card 2:
    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.

    Lair Card 3:
    Danse Macabre
    CotCT
    Story Bane 5
    Type: Barrier
    Traits:
    Skirmish
    Undead
    To Defeat:
    Combat 28
    OR Dexterity
    Acrobatics
    Wisdom 11
    Immune to Cold, Mental, and Poison.
    Resistant to Attack.
    Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
    If undefeated, suffer the scourges Drained and Exhausted.
    Lair Card 4:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Lair Card 5:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Lair Card 6:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.

    Location #4: Throne Room
    Urban
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: A local character summons and defeats the story bane Rioting Mob.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: (Belshallam - Villain)
    Throne Room Card 1:
    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.
    Throne Room Card 2:
    Dream Spider
    CotCT
    Ally 3
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Survival 10
    OR Craft 11
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
    Throne Room Card 3:
    Belshallam
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Combat 26
    Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained.
    If undefeated, bury your role card.
    Throne Room Card 4:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Throne Room Card 5:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Throne Room Card 6:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
    Throne Room Card 7:
    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.

    Throne Room Card 8:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
    Throne Room Card 9:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Throne Room Card 10:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Throne Room Card 11:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    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.
    Base Card 2:
    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.
    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:
    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 5:
    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 6:
    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 7:
    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 8:
    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 9:
    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 10:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 11:
    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.


  • deck handler

    Ah, totally forgot about Withering being on. And it was a good ally card, too!

    Bury Lyrune-Quah Truthspeaker

    "

    Heggal (Life of the Party) wrote:

    Hand: Flaming Longsword +3, Banudor, Righteousness, Maiden's Helm, Evangelist, Blessing of Angradd,

    Displayed:
    Deck: 14 Discard: 0 Buried: 1
    Current Location: #2: Lair
    Hero Points: 4
    Tier.XP : 5.1
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Evangelist: +1d4 to local check
    Flaming Longsword +3: +1d8+1 local combat
    Banudor: +1d6 Craft or Disable
    Movement: If current location closes: #1: Castle

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Blessing of Abadar, Grappler's Mask, Chain Mail (Core), Banner, Kazavon's Shield, Ruan Mirukova, Aqueous Orb, Pillaging Mace, Lyrune-Quah Moon Maiden, Katana +1, Sklar-Quah Thundercaller, Blessing of Cayden Cailean
    Recharged: Lookout,
    Discard Pile:
    Buried Pile: Lyrune-Quah Truthspeaker,

    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

    Here's my deck state post bonus damage and guard.

    Red Raven wrote:

    Hand: Quick-Change Mask, Ausio Carowyn, Sharper, Dandy Brute,

    Displayed: Cockroach Coat, Clockwork Spy, Red War Paint,
    "Kit: Captain's Cutlass (Finesse), Rapier (Core, Finesse), Mask of the Red Raven,
    Red Raven has the following scourges marked:
    Dazed:
    While Marked:
    You may explore only once per turn and you may not examine locations.

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

    "
    Deck: 7 Discard: 4 Buried: 5
    "NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Ausio: Bury for +2d12 to local acquire"


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

    Out of Turn Updates: received The Midwife from Heggal
    Turn Order: Ukuja, Varian, Heggal, Aric

    Turn - Hour: 7 - The Big Sky
    Hour Rules: At the start of your turn, you may remove 1 of your scourges.

    SOT:

    Draw #(5) Cards and recharge #(5) Cards
    Draw: The Lost
    Wayfinder#Core
    Ice and Fire
    Salvator Scream
    Blessing of Osiris
    Recharge: Magnetic Grimoire
    Ice Chemist
    Fly
    Staff of Dark Flame
    The Midwife

    Will recharge wayfinder to move to base

    Will discard Salvator to draw next blessing - Hourglass Card 1 Heggal/kuey Sands of the Hour

    Sands of the Hour:

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

    Will discard Rodrick to draw Salvator and then use Salvator to draw next blessing - Hourglass Card 2 Aric/AAUGHWHY Asmodeus's Tyranny

    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.

    Give Card: None
    Move: Stay at Base

    Will examine next 5 supports and draw one and put others in desired order
    draw: Base Card 4: Keppira D'bear
    Base Card 1: Thousand Bones
    Base Card 2: Truthspeaker Akram
    Base Card 3: Cressida Kroft
    Base Card 5: Trinia Sabor

    and then draw a card (Summon Hellhounds)

    Will display Keppira D'bear

    Will discard sands of the hour to explore and then during explore examine 4 previous and Base Card 6: Amin Jalento

    Will acquire thousand bones and then draw a card (Life Drain) and then display Thousand Bones

    Will discard Asmodeus' tyranny to explore finding the supporter Laori Vaus
    Will acquire Cressida Kroft
    Will then heal a card discard osiris to add an additional d4

    Cards Healed: 1d4 + 1 ⇒ (2) + 1 = 3 Heal all but Rodrick (and osiris naturally)

    Will display Cressida Kroft and then bury to add an attack spell - Dragon's Breath is mismarked and should have attack trait

    Dragon's Breath:

    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.

    Will put create Mindscape at the Lair
    Will discard blessing of the gods to mimic hour the Big Sky to move to Lair and explore
    Explore: Lair Card 1: Bloodbug Swarm

    Will have Heggal make first check using Banador and evangelist
    Heggal Melee Check with sword DC 10/14: 1d8 + 5 + 3 + 1 + 1d4 + 3 ⇒ (4) + 5 + 3 + 1 + (3) + 3 = 19 Success
    Will first use life drain...bugs are vulnerable to attack and mindscape
    Arcane Check DC 11/15: 1d12 + 5 + 2d4 + 4 + 1d4 ⇒ (10) + 5 + (1, 2) + 4 + (4) = 26 Success
    A card is healed (Blessing of the Gods)
    For last check will use Fire and Ice..bugs are vulnerable and mindscape
    Arcane Check DC 12/16: 1d12 + 5 + 2d8 + 3 + 4 + 1d4 ⇒ (12) + 5 + (7, 8) + 3 + 4 + (3) = 42 Success
    Bugs are banished since all checks made by at least 4

    Bloodbug Swarm:

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

    For purposes of next action will assume bugs are banished
    will discard The Lost to explore healing a divine card (Blessing of Osiris)
    Explore: Lair Card 2: Chimera

    Will have Heggal do 2 checks with sword and Evangelist and I will do one with Dragon's Breath

    Arcane Check DC 9: 1d12 + 5 + 3d6 ⇒ (2) + 5 + (3, 2, 1) = 13 Auto Success
    Heggal Melee Check with Flaming Sword DC 10: 1d8 + 5 + 3 + 1 + 1d4 + 3 ⇒ (5) + 5 + 3 + 1 + (3) + 3 = 20 Auto Success
    Heggal Melee Check with Flaming Sword DC 11: 1d8 + 5 + 3 + 1 + 1d4 + 3 ⇒ (1) + 5 + 3 + 1 + (3) + 3 = 16 Auto Success

    Chimera:

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

    Varian ends his turn and must bury a random card (The Lost).

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

    Varian recharges spell Life Drain and Dragon's Breath and and then resets his hand.

    Reminder of Scenario changes:

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

    The Harrow suit is Stars.
    Add 1d4 to Wisdom non-combat checks.
    When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    At the start of each scenario, add the wildcards Deadly, Unhallowed and Withering.
    Harrow suit blessings are considered AD#

    When you move to or from the Base without playing a boon to move, bury a boon.

    While marked with the scourge Drained, your hand size is reduced by 2.

    Deadly: When you suffer damage, it is increased by 1.
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Withering: At the end of your turn, bury a random card from your discards.

    "

    Varian wrote:

    Hand: Summon Hellhounds, Blessing of Master of Masters, Blessing of the Gods, Asmodeus's Tyranny, Ice Chemist, i1Zellara's Harrow Deck, Fire Snake, Fly#Core,

    Displayed: Radovan, Silver War Paint, Keppira D'bear, Thousand Bones, Create Mindscape,
    Deck: 12 Discard: 2 Buried: 2
    Hero Points: 1
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Magnetic Grimoire d4 added if elemental trait exists
    Feel free to use supporters
    Movement: Order for my movement: #4: Throne Room, #1: Castle, #3: Slaughterhouse, #6: Stable, #5: Storehouse,
    #7: Base, #2: Lair
    Other: Loot Pref: Sp5/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Sands of the Hour, Blessing of Osiris, Disintegrate, Magnetic Grimoire, Oparal, The Midwife, Staff of Dark Flame, Wayfinder#Core, Blessing of the Starsong, Salvator Scream
    Recharged: Life Drain#Core, Dragon's Breath,
    Discard Pile:Rodrick, Ice and Fire,
    Buried Pile:Norgorber's Shadow, The Lost,

    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 (7) + 2(Salvatorx2)
    Random Card(s) Used: Spell 1
    Additional Info 1: lots of bad things: damage, blessings for checks, eot bury
    Additional Info 2: While marked with the scourge Drained, your hand size is reduced by 2.
    Aric - Location #1: Castle 1-10 remain
    Heggal, Varian - Location #2: Lair 3-6 (Create Mindscape displayed) remain
    Location #4: Throne Room 1-11 remain
    Ukuja - Location #7: Base 2,5-10 remain // 2=Truthspeaker Akram,5=Trinia Sabor, 6=Amin Jalento, 7=Laori Vaus


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Aric, Ukuja, Varian, Heggal,
    Turn: Turn 8 (+2, Ukuja's): Orison
    Hour Power: Nil
    SOT: Nil
    Give Card: Nil
    Move: Stay at #2: Lair
    Explore:

    #3: Danse Macabre:

    CotCT
    Story Bane 5
    Type: Barrier
    Traits:
    Skirmish
    Undead
    To Defeat:
    Combat 28
    OR Dexterity
    Acrobatics
    Wisdom 11
    Immune to Cold, Mental, and Poison.
    Resistant to Attack.
    Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
    If undefeated, suffer the scourges Drained and Exhausted.

    BYA: Everyone draws random card from character to the left[/ooc]
    Heggal draw from Varian: 1d8 ⇒ 4 ==> Asmodeus's Tyranny
    Varian draw from Ukuja: 1d7 ⇒ 2 ==> Headband of Inspired Wisdom
    Ukuja draw from Aric: 1d4 ⇒ 2 ==> Ausio Carowyn
    Aric draw from Heggal: 1d6 ⇒ 4 ==> Maiden's Helm
    Everyone to encounter Wraith or bury random card.

    Wraith:

    Story Bane Monster 2
    Traits
    Undead
    Wraith
    Incorporeal
    Veteran
    Check
    Combat
    13+#
    OR
    Divine
    8+#
    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Dazed.

    Reveal Evangelist for +1d4+3, and +1.
    Keppira displayed for +1d4
    Reveal Banudor for Melee+2d8
    Combat DC13+5: 1d8 + 5 + 2d8 + 1d4 + 3 + 1 + 1d4 ⇒ (5) + 5 + (1, 4) + (1) + 3 + 1 + (4) = 24 ==> Defeated

    Reveal Evangelist for +1d4+3, and +1.
    Create Mindscape for +1d4
    Wisdom DC11: 1d8 + 1 + 1d4 + 3 + 1 + 1d4 ⇒ (8) + 1 + (4) + 3 + 1 + (4) = 21 ==> Defeated

    Closing:
    Reveal Evangelist for +1d4+3, and +1.
    Melee DC5+5: 1d8 + 5 + 1d4 + 3 + 1 ⇒ (7) + 5 + (1) + 3 + 1 = 17 ==> CLOSED!

    Move to #1: Castle
    Varian move to #4: Throne Room

    End Turn:
    Withering: No cards in discard.
    Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Flaming Longsword +3, Banudor, Righteousness, Asmodeus's Tyranny, Evangelist, Blessing of Angradd,

    Displayed:
    Deck: 14 Discard: 0 Buried: 1
    Current Location: #1: Castle
    Hero Points: 4
    Tier.XP : 5.1
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Evangelist: +1d4 to local check
    Flaming Longsword +3: +1d8+1 local combat
    Banudor: +1d6 Craft or Disable
    Movement: If current location closes: #4: Throne Room

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sklar-Quah Thundercaller, Aqueous Orb, Banner, Kazavon's Shield, Chain Mail (Core), Augury, Pillaging Mace, Lyrune-Quah Moon Maiden, Ruan Mirukova, Grappler's Mask, Blessing of Cayden Cailean, Katana +1, Blessing of Abadar
    Recharged: Lookout,
    Discard Pile:
    Buried Pile: Lyrune-Quah Truthspeaker,

    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) + 2(Salvatorx2)
    Notes for Varian: Heggal drew Asmodeus's Tyranny. Drew Headband of Inspired Wisdom from Ukuja. To recover Create Mindscape
    Notes for Aric: Ukuja drew Ausio Carowyn. Drew Maiden's Helm from Heggal
    Notes for Ukuja: Varian drew Headband of Inspired Wisdom. Drew Ausio Carowyn from Aric
    Random Card(s) Used: Spell 1
    Additional Info 1: lots of bad things: damage, blessings for checks, eot bury
    Additional Info 2: While marked with the scourge Drained, your hand size is reduced by 2.
    Aric, Heggal, - Location #1: Castle 1-10 remain
    Location #2: Lair BANISHED 3-6 (Create Mindscape displayed) remain

    Varian - Location #4: Throne Room 1-11 remain

    Ukuja - Location #7: Base 2,5-10 remain // 2=Truthspeaker Akram,5=Trinia Sabor, 6=Amin Jalento, 7=Laori Vaus


    Deck Handler Desired upgrades meh

    combat 13 +5 vs Wraith revealing Wendifisa Spear for survival, revealing Fire Gecko, aided by Keppira D'bear: 1d10 + 1d12 + 2d4 + 8 ⇒ (2) + (3) + (1, 4) + 8 = 18


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

    Handed Asmodeus Tyranny to Heggal and received Headband of Inspired Wisdom from Ukuja and must fight wraith or bury random card

    Since don't have magic in hand will choose to bury a random card (Headband of Ispired Wisdom)

    Wraith:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+#
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Dazed.


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

    For the Danse, Encounter Wraith and then evade it by recharging Cockroach Coat

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

    Start of turn, exchange Sharper with Rapier in kit.

    Explore Castle Card 1: Blue War Paint. Recharge Quick Change Mask to use Stealth and Auto Acquire

    end of turn, shuffle hand into deck to remove Dazed.

    Withering happens and makes me bury a card

    "

    Red Raven wrote:

    Hand: Dandy Brute, Hypnotist's Locket, Maiden's Helm, Gambeson,

    Displayed: Cockroach Coat, Clockwork Spy,
    Kit: Captain's Cutlass (Finesse), Sharper, Mask of the Red Raven,
    Deck: 8 Discard: 3 Buried: 6
    NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients, Quick-Change Mask, Heister, Lockpick Shield, Blessing of Bastet, Rapier (Core, Finesse), Menacing Backsword +1 (Finesse), Blue War Paint
    Recharged:
    Discard Pile: Dreamstalker, Evangelist, Blessing of The Vaultmaster,
    Buried Pile: Psychic Detective, Aerilaya, Shadowless Sword (Finesse), Blessing of the Midnight Lord, Red War Paint, The Queen Mother,
    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: 4 ☐ 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([X] 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) ([X] 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 ([X] 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

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

    "


    Deck Handler Desired upgrades meh

    Hour +2 I think. Hourglass Card 5 Heggal/kuey The Rabbit Prince: When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

    Free explore draw 2. Truthspeaker Akram, 5. Trinia Sabor, 6. Amin Jalento, 7. Laori Vaus, 8. Vencarlo Orisini. Acquire Amin Jalento and display And draw a card: Elk. Bury Amin Jalento to draw random items # 1 and 2. Keep #1 Wayfinder.

    Discard Elk to draw 2. Truthspeaker Akram, 5. Trinia Sabor, 7. Laori Vaus, 8. Vencarlo Orisini, 9. Neolandus Kalepopolis. Acquire and display Neolandus Kalepopolis and draw a card: Call Animal. Bury Neolandus Kalepopolis to draw Acadamae Scholar. (Had to go to an older update.)

    Cast Call Animal for Hatchetbird. Discard Acadamae Scholar to draw 2. Truthspeaker Akram, 5. Trinia Sabor, 7. Laori Vaus, 8. Vencarlo Orisini, 10. Krojun Eats-what-he-kills. Acquire and display Truthspeaker Akram and draw a card: Blackjack's Rapier.

    Discard Dwarf Caiman to draw 5. Trinia Sabor, 7. Laori Vaus, 8. Vencarlo Orisini, 10. Krojun Eats-what-he-kills, 11. Ishani Dhatri. Acquire and display Ishani Dhatri and draw a card: Hatchet. Bury Ishani Dhatri to draw random blessing #1 The First.

    Discard Hatchetbird to move to Castle and explore.

    Castle Card 2: Wailing Maidens:

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

    BYA Fortitude 8: 1d6 + 2 ⇒ (5) + 2 = 7
    recharge Shoanti Barbarian Hide to add my survival: 1d10 + 7 ⇒ (9) + 7 = 16

    Perception 13 discarding (Instead of recharging) The First, aided by Stars suit: 2d10 + 1d4 + 6 ⇒ (3, 3) + (2) + 6 = 14

    Discard Blessing of the Green Faith (1) to explore.

    Castle Card 3: Manananggal:

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

    Hour is harrow so I have to fight it.

    combat 20 revealing Wendifisa Spear for survival, freely reloading Returning Totem Spear, freely recharging Hatchet, reveal Fire Gecko, aided by Keppira D'Bear: 1d10 + 1d12 + 1d8 + 2d4 + 8 ⇒ (1) + (6) + (3) + (3, 3) + 8 = 24

    Use Python's ability and use the 24 for the second combat check as well.

    cure targeting self: 1d4 + 1 ⇒ (1) + 1 = 2

    recharge from discard at end of turn 1. Dwarf Caiman, 2. Hatchetbird: 1d2 ⇒ 1

    Ukuja ends their turn. Bury Hatchetbird due to Withering

    Ukuja attempts to recover all cards in their Recovery pile.
    Call Animal: Divine 6: 1d10 + 1d4 + 5 ⇒ (3) + (1) + 5 = 9 -> Call Animal recharged.
    Cure: Divine 8: 1d10 + 1d4 + 5 ⇒ (8) + (2) + 5 = 15 -> Cure recharged.

    Ukuja resets their hand.

    Ukuja wrote:

    Hand: Wendifisa Spear, Blackjack's Rapier, Wayfinder, Fire Gecko, Ausio Carowyn, Hatchet, Aspect of the Bull, Elk,

    Displayed: Leryn (Hunter Class Deck), Python, Moon Maiden Armor, Truthspeaker Akram,
    "Current Location: Castle
    Kit: Cauterize, Blackjack's Gear, The Carnival, "
    Deck: 10 Discard: 2 Buried: 4
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Truthspeaker Akram: • 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.

    Movement: Move me to the Lair 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): Druid of the Green Faith, Shoanti Barbarian Hide, Blessing of Milani, Angelstep, The First, Stone Axe +1, Returning Totem Spear
    Recharged: Dwarf Caiman, Call Animal, Cure,
    Discard Pile: Acadamae Scholar, Blessing of the Green Faith (1),
    Buried Pile: Blessing of Abadar, Blessing of the Green Faith (2), Scabbard of Keen Edges, Hatchetbird,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 5
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

    Base supporters 2. Truthspeaker Akram, 6. Amin Jalento, 9. Neolandus Kalepopolis, and 11. Ishani Dhatri acquired.
    Acquired Random item #1 Wayfinder, random blessing #1 The First, and Acadamae Scholar.
    Castle cards 2 and 3 banished.


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

    Out of Turn Updates: Create Mindscape discarded on Heggal's recovery. At the end of Ukuja's turn...
    Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
    Throne Room Card 3: Belshallam
    Throne Room Card 1: Persona Mask
    Throne Room Card 2: Dream Spider

    During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4.
    Perception Check DC 12 with Harrow: 1d6 + 1 + 1d4 + 1d4 ⇒ (6) + 1 + (2) + (2) = 11 No Success

    Turn Order: Ukuja, Varian, Heggal, Aric

    Turn - Hour: 11 - Hourglass Card 6 Aric/AAUGHWHY
    The Owl

    Hour Rules: Your Survival check is blessed

    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.

    SOT:

    Draw #(5) Cards and recharge #(5) Cards
    Draw: Sands of the Hour
    Staff of Dark Flame
    Oparal
    Wayfinder#Core
    Blessing of the Starsong
    Recharge: Ice Chemist
    Wayfinder#Core
    Sands of the Hour
    Blessing of the Starsong
    Blessing of the Gods

    Give Card: None
    Move: Stay at Throne Room
    Location Powers: At the start of your turn, you may recharge an item to draw a card.

    Will display Hellhounds
    Explore: Throne Room Card 3: Belshallam
    For guard check, Heggal buries banudor

    Will use Firesnake and discardbury Blessing of the Master of Masters to add 2 dice for before acting
    Arcane Check DC 13: 1d12 + 5 + 2d12 ⇒ (12) + 5 + (8, 7) = 32 Success

    Before making check, will reveal staff and discard fly to reduce difficulty by d6+1. (My assumptions were incorrect...can freely reveal but can't use same card)
    Difficulty Check: 1d6 + 1 ⇒ (6) + 1 = 7 difficulty is 7 less

    will reveal staff and discard staff to add more fire and a d6
    Hellhounds add 2d6 and fire

    Will ask Heggal to discardbury Blessing of Angradd to add 2 dice for combat
    Will recharge Oparal to add 1d6 and divine
    Since unable to use staff to reduce difficulty,
    Will recharge Fly for Urban assistance to add 1d4+1
    Strength Check DC 26: 1d6 + 1d6 + 1 + 1d6 + 2d6 + 2d6 + 1d6 + 1d4 + 1 ⇒ (5) + (6) + 1 + (2) + (6, 4) + (5, 2) + (4) + (1) + 1 = 37 Success

    Belshallam:

    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Combat 26
    Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained.
    If undefeated, bury your role card.

    Since at least 1 6 is rolled, I discard top card of deck(Magnetic Grimoire)
    Since my hand is empty, I bury silver war paint

    After consulting the stars and tarot cards, Varian is not surprised when the man on the throne twists and grows into its draconic form. He then mutters arcane words causing multiple dogs of hell charge forth while he forcefully strikes his staff on the ground causing himself and the beast to erupt in fire. Radovan looks at Varian and smiles, "I told you that paint would wear off!"


    COMPLETED SCENARIO 5B: SHADOWS ON THE WING

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Party -> Tier 5, 2XP

    SCENARIO REWARD:

  • A character gets the Loot item Staff of Greater Necromancy.

  • In other scenarios in this adventure, if more than half of the characters have this reward, do not add the wildcard Withering.

    DEVELOPMENT:

    (There is no official development text, as per this post. I will write some brief personalized text, however.)

    PERSONALIZED DEVELOPMENT:
    Getting used to the hostile hordes of Scarwall, your confidence surged as you made your way to the second spirit anchor. The going seemed to be getting easier, and Ukuja's hunting skills made navigating the labyrinth of ruins easier than it would otherwise have been.

    And then there was the final guardian of the second anchor; the Umbral Dragon, Belshallam. It was only thanks to Varian's prescience that such a monster was defeated before it could strike a terrible toll on the party, and once immolated through the wizard's magics a sole staff remained amidst the bones and ashes in front of the anchor. Adorned with skeletal motifs, the staff was embraced in a series of protective magics and dark spells... perhaps the Necromantic magics could be put to a higher purpose, or perhaps it would be better to destroy the accursed tool.

    ACQUIRED CARDS:

    Acadamae Scholar (Ally 3)
    Aerilaya (Ally 5)

    Maiden's Helm (Armor 3)
    Shoanti Barbarian Hide (Armor 4)

    Sands of the Hour (Blessing 0)
    Asmodeus's Tyranny (Blessing 2)
    The First (Blessing 3)

    Wayfinder (Item 3)
    Blue War Paint (Item 4)
    Scabbard of Keen Edges (Item 5)

    Dragon's Breath (Spell 3)
    Disintegrate (Spell 5)

    Banudor (Weapon 5)


  • SCENARIO 5C: The Shrine of Midnight

    (There is no intro text, as per this post.)

    LOCATIONS:
    1 - Base
    1 - Cathedral
    1 - Crypt
    1 - Shrine
    2 - Oubliette
    3 - Ossuary
    4 - Repository

    THREAT LIST:

  • Danger: Elemental, Mysterious Relic, Wight, Wraith
  • Villain: Lich (Bishop Zev Ravenka)
  • Closing Henchmen: Mummy, Zombie Minions - Proxy A

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • At the end of your turn, recharge a random blessing or a random Divine spell.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

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

    HARROWING:

    Varian's Harrow - The Carnival:

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

    Aric's Harrow - 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.

    Heggal's Harrow - The Winged Serpent:

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

    Ukuja's Harrow - The Lost:

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


  • During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)

  • At the start of each scenario, add the wildcards Besieged, Deadly, Unhallowed and Withering.

    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 || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • At the end of your turn, recharge a random blessing or a random Divine spell.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

    Additional Rules: =
    THREAT LIST:

  • Danger: Elemental, Mysterious Relic, Wight, Wraith
  • Villain: Lich (Bishop Zev Ravenka)
  • Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Scenario Level (#): 5

    Turn: 0, Varian/Zalarian

    Random Cards:

    Monsters
    Spoiler:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    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:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

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

    Spoiler:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

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

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

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

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

    Spoiler:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

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

    Spoiler:
    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:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

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

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

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

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


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

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


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

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


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

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

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

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

    Spoiler:
    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:
    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:
    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:
    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:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

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


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

    Spoiler:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

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

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

    Spoiler:
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Spoiler:
    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:
    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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Heggal/kuey:
    Spoiler:
    Hourglass Card 1 Heggal/kuey
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 2 Aric/AAUGHWHY
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 3 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Ukuja/Bigguyinblack
    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 Varian/Zalarian:
    Spoiler:
    Hourglass Card 4 Varian/Zalarian
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 5 Heggal/kuey:
    Spoiler:
    Hourglass Card 5 Heggal/kuey
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 6 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 6 Aric/AAUGHWHY
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Ukuja/Bigguyinblack
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Hourglass Card 8 Varian/Zalarian:
    Spoiler:
    Hourglass Card 8 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 9 Heggal/kuey
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hourglass Card 10 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 10 Aric/AAUGHWHY
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 11 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Ukuja/Bigguyinblack
    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 12 Varian/Zalarian:
    Spoiler:
    Hourglass Card 12 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 13 Heggal/kuey
    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 14 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 14 Aric/AAUGHWHY
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 15 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Ukuja/Bigguyinblack
    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.
    Hourglass Card 16 Varian/Zalarian:
    Spoiler:
    Hourglass Card 16 Varian/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 17 Heggal/kuey:
    Spoiler:
    Hourglass Card 17 Heggal/kuey
    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 18 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 18 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 19 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Ukuja/Bigguyinblack
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 20 Varian/Zalarian:
    Spoiler:
    Hourglass Card 20 Varian/Zalarian
    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 21 Heggal/kuey:
    Spoiler:
    Hourglass Card 21 Heggal/kuey
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 22 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 22 Aric/AAUGHWHY
    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 23 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 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.
    Hourglass Card 24 Varian/Zalarian:
    Spoiler:
    Hourglass Card 24 Varian/Zalarian
    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 25 Heggal/kuey:
    Spoiler:
    Hourglass Card 25 Heggal/kuey
    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 26 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 26 Aric/AAUGHWHY
    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.
    Hourglass Card 27 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Ukuja/Bigguyinblack
    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.
    Hourglass Card 28 Varian/Zalarian:
    Spoiler:
    Hourglass Card 28 Varian/Zalarian
    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 29 Heggal/kuey:
    Spoiler:
    Hourglass Card 29 Heggal/kuey
    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 30 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 30 Aric/AAUGHWHY
    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.

    Location #1: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Location #2: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Location #4: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • deck handler

    Heggal will start at #3: Shrine

    "

    Heggal (Life of the Party) wrote:

    Hand: Aqueous Orb, Ring of Stony Flesh, Lyrune-Quah Truthspeaker, Ruan Mirukova, Blessing of Abadar, Blessing of Cayden Cailean, The Winged Serpent,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: #3: Shrine
    Hero Points: 4
    Tier.XP : 5.2
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Evangelist: +1d4 to local check
    Flaming Longsword +3: +1d8+1 local combat
    Banudor: +1d6 Craft or Disable
    Movement: If current location closes: #4: Throne Room

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Sklar-Quah Thundercaller, Katana +1, Evangelist, Righteousness, Chain Mail (Core), Pillaging Mace, Lyrune-Quah Moon Maiden, Flaming Longsword +3, Grappler's Mask, Kazavon's Shield, Lookout, Blessing of Angradd, Blessing of Shizuru
    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.

    "

    Oops, no weapon.


    Deck Handler Desired upgrades meh

    Trading in Javelin for the loot Guide. Trading in Arboreal Armor for the loot Moon Maiden Armor. Trading in Blackjack's Daggers for the loot Returning Totem Spear. Cohorts Leryn and Python. Starting location Ossuary.

    Ukuja wrote:

    Hand: Stone Axe +1, Pteranodon, Aspect of the Bull, Moon Maiden Armor, Fire Gecko, Blessing of the Green Faith (2), Angelstep, Cure, Blackjack's Rapier, The Lost,

    Displayed: Leryn (Hunter Class Deck), Python,
    "Current Location: Ossuary
    "
    Deck: 14 Discard: 0 Buried: 0
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Movement: Move me to the Lair 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): Druid of the Green Faith, Blessing of Milani, Guide, Call Animal, Blessing of Abadar, Blackjack's Gear, Hatchet, Returning Totem Spear, Blessing of the Green Faith (1), Dwarf Caiman, Headband of Inspired Wisdom, Cauterize, Elk, Wendifisa Spear
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 5
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

    Draw 3 cards: Blessing of the Green Faith (1), Wendifisa Spear, Blackjack's Gear. Place Cure, Blackjack's Rapier, and Stone Axe +1 into my kit. Draw 1 card: Hatchet. Recharge a card Hatchet.

    Ukuja wrote:

    Hand: Wendifisa Spear, Aspect of the Bull, Angelstep, Blackjack's Gear, Pteranodon, Fire Gecko, Blessing of the Green Faith (2), Blessing of the Green Faith (1), Moon Maiden Armor, The Lost,

    Displayed: Leryn (Hunter Class Deck), Python,
    "Current Location: Ossuary
    Kit: Cure, Blackjack's Rapier, Stone Axe +1, "
    Deck: 11 Discard: 0 Buried: 0
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

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

    Movement: Move me to the Lair 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): Guide, Blessing of Abadar, Headband of Inspired Wisdom, Druid of the Green Faith, Dwarf Caiman, Cauterize, Elk, Call Animal, Blessing of Milani, Returning Totem Spear
    Recharged: Hatchet,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 5
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

    Display Aspect of the Bull and Moon Maiden Armor.


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

    Varian - CotCT-5c: The Shrine of Midnight

    Starting Location Cathedral
    Loot
    Will put Spellbook into box and put Zellara's Harrow Deck into deck
    Will put Cleric of Nethys into box and put Salvator Scream into deck
    Will put Byzantine Lexicon into box and put Staff of Greater Necromancy into deck
    Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
    Will display Radovan on turn 1 after SOT

    "

    Varian wrote:

    Hand: Staff of Dark Flame, The Carnival, Blessing of Master of Masters, Life Drain#Core, Create Mindscape, Rodrick, Blessing of Osiris, i1Zellara's Harrow Deck, Ice and Fire,

    Displayed: Radovan,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: #4: Throne Room, #1: Castle, #3: Slaughterhouse, #6: Stable, #5: Storehouse,
    #7: Base, #2: Lair
    Other: Loot Pref: Sp5/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Magnetic Grimoire, Salvator Scream, Oparal, Summon Hellhounds, Fire Snake, Blessing of the Gods, Ice Chemist, Eagle Aerie, Staff of Greater Necromancy, Wayfinder#Core, Volcanic Storm, 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

    SCION OF CHELIAX
    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) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
    ☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
    ☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
    ☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]

    "


    Heggal starts. Aric's starting location has not been picked yet, but I'm posting the scenario start as this is my best opportunity to do so.

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

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)

  • At the start of each scenario, add the wildcards Besieged, Deadly, Unhallowed and Withering.

    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 || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • At the end of your turn, recharge a random blessing or a random Divine spell.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

    Additional Rules: =
    THREAT LIST:

  • Danger: Elemental, Mysterious Relic, Wight, Wraith
  • Villain: Lich (Bishop Zev Ravenka)
  • Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Scenario Level (#): 5

    Turn: 1, Heggal/kuey

    Random Cards:

    Monsters
    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:
    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.

    Spoiler:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    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:
    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.

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

    Spoiler:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

    Spoiler:
    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:
    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:
    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:
    Banudor
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

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

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

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

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

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

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


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

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


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

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


    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:
    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.


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

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

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

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

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

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

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


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

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

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

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

    Spoiler:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Spoiler:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

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


    Blessings
    Spoiler:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.

    Spoiler:
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    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.

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

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Aric/AAUGHWHY
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 2 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Ukuja/Bigguyinblack
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 3 Varian/Zalarian:
    Spoiler:
    Hourglass Card 3 Varian/Zalarian
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 4 Heggal/kuey:
    Spoiler:
    Hourglass Card 4 Heggal/kuey
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 5 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Aric/AAUGHWHY
    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 6 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Ukuja/Bigguyinblack
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Hourglass Card 7 Varian/Zalarian:
    Spoiler:
    Hourglass Card 7 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 8 Heggal/kuey
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hourglass Card 9 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Aric/AAUGHWHY
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 10 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Ukuja/Bigguyinblack
    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 11 Varian/Zalarian:
    Spoiler:
    Hourglass Card 11 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 12 Heggal/kuey
    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 13 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Aric/AAUGHWHY
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 14 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Ukuja/Bigguyinblack
    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.
    Hourglass Card 15 Varian/Zalarian:
    Spoiler:
    Hourglass Card 15 Varian/Zalarian
    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 16 Heggal/kuey:
    Spoiler:
    Hourglass Card 16 Heggal/kuey
    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 17 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 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 18 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Ukuja/Bigguyinblack
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 19 Varian/Zalarian:
    Spoiler:
    Hourglass Card 19 Varian/Zalarian
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 20 Heggal/kuey:
    Spoiler:
    Hourglass Card 20 Heggal/kuey
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 21 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Aric/AAUGHWHY
    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 22 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 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.
    Hourglass Card 23 Varian/Zalarian:
    Spoiler:
    Hourglass Card 23 Varian/Zalarian
    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 24 Heggal/kuey:
    Spoiler:
    Hourglass Card 24 Heggal/kuey
    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 25 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 25 Aric/AAUGHWHY
    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.
    Hourglass Card 26 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Ukuja/Bigguyinblack
    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.
    Hourglass Card 27 Varian/Zalarian:
    Spoiler:
    Hourglass Card 27 Varian/Zalarian
    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 28 Heggal/kuey:
    Spoiler:
    Hourglass Card 28 Heggal/kuey
    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 29 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 29 Aric/AAUGHWHY
    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.

    Location #1: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Varian/Zalarian, None

    Cathedral Card 1:
    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.
    Cathedral Card 2:
    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.
    Cathedral Card 3:
    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.
    Cathedral Card 4:
    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.

    Cathedral Card 5:
    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.
    Cathedral Card 6:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Cathedral Card 7:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Cathedral Card 8:
    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.
    Cathedral Card 9:
    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.
    Cathedral Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 2:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 3:
    Hordemaster
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.

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

    Crypt Card 4:
    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.
    Crypt Card 5:
    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.
    Crypt 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.
    Crypt Card 7:
    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.
    Crypt Card 8:
    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Crypt Card 9:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Crypt Card 10:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Location #3: 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: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Heggal/kuey, None
    Shrine Card 1:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
    Shrine Card 2:
    Volcanic Storm
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Bludgeoning
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 11
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Shrine 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.
    Shrine Card 4:
    Obsession of Servitude
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, move to a random location.
    * Evade boons you encounter.
    * You may not play boons except during encounters with banes.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Shrine Card 5:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
    Shrine Card 6:
    Soul Mistress
    CotCT
    Monster 5
    Traits:
    Hag
    Outsider
    To Defeat:
    Combat 21
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.
    Shrine Card 7:
    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.
    Shrine Card 8:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Shrine Card 9:
    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.
    Shrine Card 10:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Oubliette 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.
    Oubliette Card 2:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
    Oubliette Card 3:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Oubliette Card 4:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
    Oubliette Card 5:
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
    Oubliette Card 6:
    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.
    Oubliette Card 7:
    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.
    Oubliette Card 8:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Oubliette Card 9:
    Emperor Cobra
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 13
    Vulnerable to Cold.
    After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
    Oubliette Card 10:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    Ossuary Card 1:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Ossuary Card 2:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and 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.
    Ossuary Card 3:
    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.
    Ossuary Card 4:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.
    Ossuary Card 5:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 6:
    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.
    Ossuary Card 7:
    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.
    Ossuary Card 8:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Ossuary Card 9:
    Landshark
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 21
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.
    Ossuary Card 10:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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


    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Repository Card 1:
    Curse of the Worm
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Knowledge 14
    OR Wisdom
    Divine 12
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Repository Card 2:
    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.
    Repository Card 3:
    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.
    Repository Card 4:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Repository Card 5:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
    Repository Card 6:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Repository Card 7:
    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.
    Repository Card 8:
    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.

    Repository Card 9:
    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.
    Repository Card 10:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None
    Base Card 1:
    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 2:
    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 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:
    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 5:
    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.
    Base Card 6:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 7:
    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 8:
    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 9:
    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 10:
    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 11:
    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.


  • deck handler

    Out of Turn Updates: Nil
    Turn Order: Heggal, Aric, Ukuja, Varian,
    Turn: Turn 1: Prayer
    Hour Power: No effect.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #3: Shrine
    Explore:

    #1: Sentinel Devil:

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

    Reveal Ruan Mirukova for +1d4+3.
    Display and discard Aqueous Orb into Recovery for Divine+3d6.
    Location for +2.
    Combat DC23: 1d8 + 3 + 1d4 + 3 + 3d6 + 2 ⇒ (8) + 3 + (4) + 3 + (3, 3, 3) + 2 = 29 ==> Defeated. Attack trait so no Wounded.

    Discard Blessing of Cayden Cailean to explore again.

    #2: Volcanic Storm:

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

    Reveal Ruan Mirukova for +1d4+3.
    Location for +2.
    Divine DC11: 1d8 + 3 + 1d4 + 3 + 2 ⇒ (2) + 3 + (2) + 3 + 2 = 12 ==> Acquired

    End Turn:
    Withering ==> bury Blessing of Cayden Cailean
    Recovery:
    Reveal Ruan Mirukova for +1d4+3.
    Location for +2.
    Aqueous Orb, Divine DC11: 1d8 + 3 + 1d4 + 3 + 2 ⇒ (7) + 3 + (3) + 3 + 2 = 18 ==> Recharged

    "

    Heggal (Life of the Party) wrote:

    Hand: Volcanic Storm, Ring of Stony Flesh, Lyrune-Quah Truthspeaker, Ruan Mirukova, Blessing of Abadar, The Winged Serpent,

    Displayed:
    Deck: 15 Discard: 0 Buried: 1
    Current Location: #3: Shrine
    Hero Points: 4
    Tier.XP : 5.2
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Winged Serpent: good to bless distant check
    Lyrune-Quah Truthspeaker: +1d6 local Wis or Divine
    Ruan Mirukova: +1d4 local check
    Movement: If current location closes: #2: Crypt

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Katana +1, Righteousness, Lookout, Kazavon's Shield, Grappler's Mask, Flaming Longsword +3, Chain Mail (Core), Sklar-Quah Thundercaller, Evangelist, Blessing of Angradd, Lyrune-Quah Moon Maiden, Blessing of Shizuru, Pillaging Mace
    Recharged: Aqueous Orb,
    Discard Pile:
    Buried Pile: Blessing of Cayden Cailean,

    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 (0)
    Additional Info 1: bad things: damage, blessings for checks
    Additional Info 2: eot: recharge random divine/blessing
    Varian - Location #1: Cathedral 1-10 remain
    Location #2: Crypt 1-10 remain
    Heggal - Location #3: Shrine 3-10 remain
    Location #4: Oubliette 1-10 remain
    Ukuja - Location #5: Ossuary 1-10 remain
    Location #6: Repository 1-10 remain
    Location #7: Base 1-12 remain


    Wildcards amended; Heggal may un-bury his blessing.

    Aric must choose a starting location before reading further on this update.

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

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)

  • At the start of each scenario, add the wildcards Besieged, Withering, Deadly and Unhallowed.

    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 || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • At the end of your turn, recharge a random blessing or a random Divine spell.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

    Additional Rules: =
    THREAT LIST:

  • Danger: Elemental, Mysterious Relic, Wight, Wraith
  • Villain: Lich (Bishop Zev Ravenka)
  • Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Scenario Level (#): 5

    Turn: 2, Aric/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Spoiler:
    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.

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

    Spoiler:
    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:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

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

    Spoiler:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

    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:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

    Spoiler:
    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:
    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:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    Spoiler:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

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

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

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

    Spoiler:
    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.


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

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


    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:
    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.


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

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

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

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

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

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

    Allies
    Spoiler:
    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:
    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:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

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

    Spoiler:
    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.

    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

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

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

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

    Hour Power: At the start of your turn, examine the top card of your location; you may encounter it.

    Current Hour:

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

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Ukuja/Bigguyinblack
    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 2 Varian/Zalarian:
    Spoiler:
    Hourglass Card 2 Varian/Zalarian
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 3 Heggal/kuey:
    Spoiler:
    Hourglass Card 3 Heggal/kuey
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Aric/AAUGHWHY
    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 5 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Ukuja/Bigguyinblack
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Hourglass Card 6 Varian/Zalarian:
    Spoiler:
    Hourglass Card 6 Varian/Zalarian
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 7 Heggal/kuey:
    Spoiler:
    Hourglass Card 7 Heggal/kuey
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hourglass Card 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Aric/AAUGHWHY
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 9 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Ukuja/Bigguyinblack
    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 10 Varian/Zalarian:
    Spoiler:
    Hourglass Card 10 Varian/Zalarian
    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 11 Heggal/kuey:
    Spoiler:
    Hourglass Card 11 Heggal/kuey
    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 12 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 Aric/AAUGHWHY
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 13 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Ukuja/Bigguyinblack
    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.
    Hourglass Card 14 Varian/Zalarian:
    Spoiler:
    Hourglass Card 14 Varian/Zalarian
    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 15 Heggal/kuey:
    Spoiler:
    Hourglass Card 15 Heggal/kuey
    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 16 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 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 17 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Ukuja/Bigguyinblack
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 18 Varian/Zalarian:
    Spoiler:
    Hourglass Card 18 Varian/Zalarian
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 19 Heggal/kuey:
    Spoiler:
    Hourglass Card 19 Heggal/kuey
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 20 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 20 Aric/AAUGHWHY
    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 21 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 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.
    Hourglass Card 22 Varian/Zalarian:
    Spoiler:
    Hourglass Card 22 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 23 Heggal/kuey
    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 24 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 24 Aric/AAUGHWHY
    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.
    Hourglass Card 25 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Ukuja/Bigguyinblack
    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.
    Hourglass Card 26 Varian/Zalarian:
    Spoiler:
    Hourglass Card 26 Varian/Zalarian
    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 27 Heggal/kuey:
    Spoiler:
    Hourglass Card 27 Heggal/kuey
    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 28 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 28 Aric/AAUGHWHY
    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.

    Location #1: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Varian/Zalarian, None

    Cathedral Card 1:
    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.
    Cathedral Card 2:
    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.
    Cathedral Card 3:
    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.
    Cathedral Card 4:
    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.

    Cathedral Card 5:
    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.
    Cathedral Card 6:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Cathedral Card 7:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Cathedral Card 8:
    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.
    Cathedral Card 9:
    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.
    Cathedral Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 2:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 3:
    Hordemaster
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.

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

    Crypt Card 4:
    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.
    Crypt Card 5:
    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.
    Crypt 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.
    Crypt Card 7:
    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.
    Crypt Card 8:
    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Crypt Card 9:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Crypt Card 10:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Location #3: 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: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Heggal/kuey, None
    Shrine Card 1:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
    Shrine Card 2:
    Volcanic Storm
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Bludgeoning
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 11
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Shrine 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.
    Shrine Card 4:
    Obsession of Servitude
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, move to a random location.
    * Evade boons you encounter.
    * You may not play boons except during encounters with banes.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Shrine Card 5:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
    Shrine Card 6:
    Soul Mistress
    CotCT
    Monster 5
    Traits:
    Hag
    Outsider
    To Defeat:
    Combat 21
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.
    Shrine Card 7:
    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.
    Shrine Card 8:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Shrine Card 9:
    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.
    Shrine Card 10:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Oubliette 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.
    Oubliette Card 2:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
    Oubliette Card 3:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Oubliette Card 4:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
    Oubliette Card 5:
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
    Oubliette Card 6:
    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.
    Oubliette Card 7:
    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.
    Oubliette Card 8:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Oubliette Card 9:
    Emperor Cobra
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 13
    Vulnerable to Cold.
    After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
    Oubliette Card 10:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    Ossuary Card 1:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Ossuary Card 2:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and 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.
    Ossuary Card 3:
    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.
    Ossuary Card 4:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.
    Ossuary Card 5:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 6:
    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.
    Ossuary Card 7:
    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.
    Ossuary Card 8:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Ossuary Card 9:
    Landshark
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 21
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.
    Ossuary Card 10:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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


    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Repository Card 1:
    Curse of the Worm
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Knowledge 14
    OR Wisdom
    Divine 12
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Repository Card 2:
    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.
    Repository Card 3:
    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.
    Repository Card 4:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Repository Card 5:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
    Repository Card 6:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Repository Card 7:
    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.
    Repository Card 8:
    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.

    Repository Card 9:
    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.
    Repository Card 10:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None
    Base Card 1:
    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 2:
    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 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:
    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 5:
    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.
    Base Card 6:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 7:
    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 8:
    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 9:
    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 10:
    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 11:
    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.


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

    Starting Location: Crypt

    Starting Identity: Aric

    Loot: Exchanging Masque for Ausio Carowyn. Exchanging Mask of Stolen Mien for Red War Paint

    "

    Aric wrote:

    Hand: Hypnotist's Locket, Quick-Change Mask, Psychic Detective, Clockwork Spy, Evangelist, Blessing of The Vaultmaster, The Midwife,

    Displayed:
    Kit: Captain's Cutlass (Finesse), Heister, Dreamstalker,
    Deck: 14 Discard: 0 Buried: 0
    NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Vaultmaster: +2 dice vs Barriers

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dandy Brute, Red War Paint, Shadowless Sword (Finesse), Rapier (Core, Finesse), Vampiric Backsword +3 (Finesse), Blessing of the Midnight Lord, Mask of the Red Raven, Blessing of Bastet, Gambeson, Cockroach Coat, Lockpick Shield, Blessing of the Ancients, Sharper
    Recharged: Ausio Carowyn,
    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) ([X] 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 ([X] 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: 4 ☐ 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([X] 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).
    [X] If a character at your location would fail a check to defeat a monster ([ ] 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

    Resurrecting Blessing...

    "

    Heggal (Life of the Party) wrote:

    Hand: Volcanic Storm, Ring of Stony Flesh, Lyrune-Quah Truthspeaker, Ruan Mirukova, Blessing of Abadar, The Winged Serpent,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: #3: Shrine
    Hero Points: 4
    Tier.XP : 5.2
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Winged Serpent: good to bless distant check
    Lyrune-Quah Truthspeaker: +1d6 local Wis or Divine
    Ruan Mirukova: +1d4 local check
    Movement: If current location closes: #2: Crypt

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lookout, Pillaging Mace, Grappler's Mask, Evangelist, Sklar-Quah Thundercaller, Flaming Longsword +3, Blessing of Shizuru, Blessing of Angradd, Kazavon's Shield, Augury, Righteousness, Lyrune-Quah Moon Maiden, Katana +1, Chain Mail (Core)
    Recharged: Aqueous Orb,
    Discard Pile: Blessing of Cayden Cailean,
    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 The Theater: At the start of your turn, examine the top card of your location; you may encounter it.

    Examine top card of Crypt: Zombie Minions. Encounter them. On examine, switch to TRR. Exchange Hypnotist's Locket with Captain's Cutlass in kit

    Zombies are practically flooding out of the Crypt. That makes things easier... For the combats, reveal Captain's Cutlass for Melee+1d6+1. Reveal Evangeist for +1. Weapon Finesse gives me Melee: DEX+3.

    Combat 12: 1d10 + 1d6 + 9 ⇒ (8) + (5) + 9 = 22

    For the second combat, also discard Captain's Cutlass to add another 1d8
    Combat 19: 1d10 + 1d8 + 1d6 + 9 ⇒ (7) + (2) + (1) + 9 = 19

    On defeating a monster, Switch to Aric For the close, recharge Quick-Change Mask to use my Diplomacy. Reveal Evangelist for +1

    WIS (Diplomacy) 10: 1d10 + 8 ⇒ (7) + 8 = 15

    On close, examine top card of Hourglass and draw Ukuja's Orison. Move to Oubliette.

    With all the zombies rushing out, the Crypt is empty in record time. Aric moves to examine the Oubliette instead.

    Start of turn, switch to TRR. Exchange Hypnotist's Locket with top card of my deck: Vampiric Backsword +3. Stay at Oubliette. End of move step, examine top card of Oubliette: Zombie Minions again! Exchange Psychic Detective for Vampiric Backsword +3. Use Power to encounter the Zombie Minions

    For the combats, reveal Vampiric Backsword +3 for Melee+2d6+3. Reveal Evangelist for +1. Weapon Finesse gives me Melee:DEX+3

    Combat 9: 1d10 + 2d6 + 11 ⇒ (4) + (5, 1) + 11 = 21
    Combat 16: 1d10 + 2d6 + 11 ⇒ (2) + (5, 5) + 11 = 23

    For the close check, Request Heggal's The Winged Serpent to add 1 die and recharge Evangelist for +1d4

    Constitution 10: 2d6 + 1d4 ⇒ (2, 4) + (1) = 7 Oh well. I tried...

    Zombies flood out of the Oubliette as well, but The Red Raven has a hunch that something important still remains within. He steps inside and is greeted by a Card 2: Giant Anaconda! For the combat, reveal Vampiric Backsword for Melee+2d6+3. Weapon Finesse gives me Melee:DEX+3.

    Combat 18: 1d10 + 2d6 + 10 ⇒ (6) + (1, 2) + 10 = 19

    The Red Raven cuts down the snake and walks deeper inside. He finds himself in the middle of a Random Barrier 1 replacing Card 3: Summoning Trap. Display Clockwork Spy to examine and explore again. On examine, Exchange Orison with Heister in kit Discard The Midwife to replace Brain Mold with Summoning Trap. Checks against it are blessed. Adventure Suit adds 1d4. Recharge Heister for +1d12

    WIS 13: 2d8 + 1d12 + 1d4 + 1 ⇒ (5, 1) + (11) + (2) + 1 = 20 I draw a random card: Brooch of Protection. Yes! Display it

    The Red Raven gingerly steps around the summoning circle and has to force himself away from the Card 4: Speed Battleaxe temptingly placed in the center. Discard Blessing of the Vaultmaster to explore again. Auto-fail check to acquire Battleaxe

    The Red Raven receives some intel on his tele-phone; there's a Card 5: Sayona nearby. End of turn, examine top card of location. Choose not to encounter it right now. Switch back to Aric

    Aric wrote:

    Hand: Hypnotist's Locket, Blessing of the Midnight Lord, Vampiric Backsword +3 (Finesse), Blessing of the Ancients, Lockpick Shield, Gambeson,

    Displayed: Clockwork Spy, Brooch of Protection,
    Kit: Psychic Detective, Orison, Dreamstalker,
    Deck: 12 Discard: 3 Buried: 0
    "NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Midnight Lord: +2 dice on CON or has Finesse
    Ancients: +1 die on check. Recharges if Hour is 0

    Brooch of Protection: Add Marker to reduce local combat/Force damage by 5
    Other: Brooch of Protection: Reduce combat/force damage dealt to me by 1 (Current Markers: 0/6)"

    Display Gambeson

    "

    Aric wrote:

    Hand: Hypnotist's Locket, Blessing of the Midnight Lord, Vampiric Backsword +3 (Finesse), Blessing of the Ancients, Lockpick Shield,

    Displayed: Clockwork Spy, Brooch of Protection, Gambeson,
    Kit: Psychic Detective, Orison, Dreamstalker,
    Deck: 12 Discard: 3 Buried: 0
    NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Midnight Lord: +2 dice on CON or has Finesse
    Ancients: +1 die on check. Recharges if Hour is 0

    Brooch of Protection: Add Marker to reduce local combat/Force damage by 5
    Other: Brooch of Protection: Reduce combat/force damage dealt to me by 1 (Current Markers: 0/6)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dandy Brute, Blessing of Bastet, Red War Paint, Mask of the Red Raven, Shadowless Sword (Finesse), Sharper, Rapier (Core, Finesse), Cockroach Coat
    Recharged: Ausio Carowyn, Quick-Change Mask, Evangelist, Heister,
    Discard Pile: Captain's Cutlass (Finesse), The Midwife, Blessing of The Vaultmaster,
    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) ([X] 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 ([X] 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: 4 ☐ 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([X] 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).
    [X] If a character at your location would fail a check to defeat a monster ([ ] 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 (0)
    Notes for Heggal: Used The Winged Serpent
    Random Card(s) Used: Barrier 1, Item 1, Hourglass 1 (Ukuja's turn)
    Additional Info 1: bad things: damage, blessings for checks
    Additional Info 2: eot: recharge random divine/blessing
    Varian - Location #1: Cathedral 1-10 remain

    Heggal - Location #3: Shrine 3-10 remain
    Aric - Location #4: Oubliette 5-10 remain // 5=Sayona
    Ukuja - Location #5: Ossuary 1-10 remain
    Location #6: Repository 1-10 remain
    Location #7: Base 1-11 remain


    Deck Handler Desired upgrades meh

    Hourglass Card 2 Varian/Zalarian The Betrayal: When this is the hour: When you acquire a boon, bury it.

    Leryn examines the top card of Ossuary: Manticore no trigger.

    Ossuary Card 1: Manticore:

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

    random character using turn order in header: 1d4 ⇒ 2
    Aric takes 1d4 +1 (+another 1 due to wildcard) ranged combat dmg.
    ranged combat dmg to Aric/RR: 1d4 + 2 ⇒ (1) + 2 = 3

    combat 15 revealing Wendifisa Spear for survival, revealing Fire Gecko, aided by Aspect of the Bull: 2d10 + 1d12 + 1d4 + 8 ⇒ (3, 5) + (2) + (1) + 8 = 19

    Discard Pteranodon to move to Cathedral and explore.

    Cathedral Card 1: 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.

    Asking Varian to recharge a card for his urban location power.

    strength 7 burying Blessing of the Green Faith (2) and aided by Varian's recharge power: 2d6 + 1d4 + 1 ⇒ (3, 1) + (2) + 1 = 7

    Discard Blessing of the Green Faith (1) to explore.

    Cathedral Card 2: 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.

    Not worth fighting a random danger for a ally 4 that will get buried. Banish it. Discard The Lost to explore healing Blessing of the Green Faith (1) due to Harrow.

    Cathedral Card 3: 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.

    Perception 4 auto acquire but have to bury. End of turn recharge Pteranodon from discard.

    Ukuja wrote:

    Hand: Wendifisa Spear, Cauterize, Angelstep, Blackjack's Gear, Blessing of Milani, Fire Gecko, Dwarf Caiman, Headband of Inspired Wisdom, Returning Totem Spear,

    Displayed: Leryn (Hunter Class Deck), Python, Aspect of the Bull, Moon Maiden Armor,
    "Current Location: Cathedral
    Kit: Cure, Blackjack's Rapier, Stone Axe +1, "
    Deck: 8 Discard: 1 Buried: 1
    "NOTES:
    Available Support: Folio reroll:

    Blessings 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 the Lair 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 Abadar, Call Animal, Guide, Hatchet, Elk, Blessing of the Green Faith (1), Druid of the Green Faith
    Recharged: Pteranodon,
    Discard Pile: The Lost,
    Buried Pile: Blessing of the Green Faith (2),
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 5
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

    Recharge random divine spell: Cauterize.

    Ossuary Card 1 banished.
    Cathedral Cards 1 and 2 banished.
    Cathedral Card 3 acquired and buried.

    Aric/RR took 3 ranged combat dmg.
    Varian recharged a card for his power.


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

    Out of Turn Updates: Recharge Blessing of Osiris for urban assist for Ukuja. Near end of Ukuja's turn,
    Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location
    Cathedral Card 4: Safe Haven
    Cathedral Card 5: Emperor Scorpion TRIGGER
    examines To be continued...

    For the 1+1 poison, will shuffle Radovan into deck
    Will send Ice and Fireto recovery
    Arcane Check DC 20: 1d12 + 5 + 2d8 + 3 ⇒ (9) + 5 + (8, 4) + 3 = 29 Success

    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.

    Continuing examine:
    Cathedral Card 6: Dybbuk
    and then return them in the following order:
    Cathedral Card 4: Safe Haven
    Cathedral Card 6: Dybbuk

    During Ukuja's recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4.
    Perception Check DC 12 with Harrow: 1d6 + 1 + 1d4 + 1d4 ⇒ (3) + 1 + (4) + (2) = 10 No Success

    Turn Order: Ukuja, Varian, Heggal, Aric

    Turn - Hour: 4 - Hourglass Card 3 Heggal/kuey The Juggler
    Hour Rules: On your check, you may discard a card to reroll a die showing 1.

    SOT:
    Draw #(5) Cards and recharge #(5) Cards
    Draw: Blessing of the Gods
    Volcanic Storm
    Blessing of the Starsong
    Ice Chemist
    Magnetic Grimoire
    Recharge: Staff of Dark Flame
    Rodrick
    Life Drain#Core
    The Carnival
    Blessing of the Starsong

    Give Card: None
    Move: Stay at Cathedral
    Location Powers: When you defeat a monster, heal a blessing.

    Will display Create Mindscape at Cathedral

    Explore: Cathedral Card 4: Safe Haven

    Will reveal ice chemist and Grimoire for another d4
    Arcane Check DC 12: 1d12 + 5 + 1d4 + 1d4 ⇒ (5) + 5 + (1) + (3) = 14 Success

    Safe Haven:

    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 13
    Display to move yourself together with any number of local characters, ignoring any movement restrictions.
    You may not use this power during an encounter. While displayed:
    * At the end of your turn, banish, and any number of local characters may move together.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.

    Will discard Blessing of the Masters of Masters to explore and add a die for int checks
    Explore: Cathedral Card 6: Dybbuk
    will use volcanic storm; Mindscape and ice chemist/grimoire each add a d4

    Arcane Check DC 22+4=26: 1d12 + 5 + 3d6 + 1d12 + 1d4 + 1d4 ⇒ (1) + 5 + (3, 4, 2) + (8) + (1) + (3) = 27 Success..A blessing is healed (Master of the Masters)

    Dybbuk:

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

    Varian ends his turn and recharge a random divine/blessing (BotG).

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

    Varian recharges spells Volcanic Storm and Ice and Fire and then resets his hand.

    Reminder of Scenario changes:

    The Harrow suit is Stars.
    Add 1d4 to Wisdom non-combat checks.
    When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    At the start of each scenario, add the wildcards Deadly, Unhallowed and Withering.
    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 move to or from the Base without playing a boon to move, bury a boon.
    At the end of your turn, recharge a random blessing or a random Divine spell.

    Deadly: When you suffer damage, it is increased by 1.
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.


    "
    Varian wrote:

    Hand: Magnetic Grimoire, Ice Chemist, Safe Haven, Blessing of Master of Masters, Fire Snake, Blessing of Osiris, Blessing of the Starsong, Salvator Scream,

    Displayed: Create Mindscape,
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: #4: Throne Room, #1: Castle, #3: Slaughterhouse, #6: Stable, #5: Storehouse,
    #7: Base, #2: Lair
    Other: Loot Pref: Sp5/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Radovan, Wayfinder#Core, Eagle Aerie, Oparal, Life Drain#Core, The Carnival, Summon Hellhounds, Staff of Dark Flame, Staff of Greater Necromancy, Rodrick
    Recharged: Blessing of the Gods, Volcanic Storm, Ice and Fire,
    Discard Pile:i1Zellara's Harrow Deck,
    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

    SCION OF CHELIAX
    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) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
    ☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
    ☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
    ☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Notes for Heggal: Used The Winged Serpent
    Random Card(s) Used: Barrier 1, Item 1, Hourglass 1 (Ukuja's turn)
    Additional Info 1: bad things: damage, blessings for checks
    Additional Info 2: eot: recharge random divine/blessing
    Varian, Ukuja - Location #1: Cathedral 7-10 remain // Create Mindscape displayed

    Heggal - Location #3: Shrine 3-10 remain
    Aric - Location #4: Oubliette 5-10 remain // 5=Sayona
    Ukuja - Location #5: Ossuary 1-10 remain
    Location #6: Repository 1-10 remain
    Location #7: Base 1-11 remain


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

    After Heggal resolves hour (Hourglass Card 4 Aric/AAUGHWHY Incitation), Will discard Salvator Scream to draw top card of the hourglass (Hourglass Card 5 Ukuja/Bigguyinblack The Father of Creation)
    This means that hourglass is now 2 off

    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.


    deck handler

    Out of Turn Updates:
    On Aric's turn, discard The Winged Serpent (usually recharge but Unhallowed makes it discard)
    Played harrow so heal Blessing of Cayden Cailean
    Turn Order: Heggal, Aric, Ukuja, Varian,
    Turn: Turn 5: (Aric's) Incitation
    Hour Power: No effect.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #3: Shrine
    Explore:

    #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.

    Reveal Lyrune-Quah Truthspeaker for +1d4+3.
    Recharge Ruan Mirukova for +1d4.
    Perception DC4+5: 1d4 + 1d4 + 3 + 1d4 ⇒ (4) + (3) + 3 + (4) = 14 ==> Defeated.
    Examine next 2 cards
    #4: Obsession of Servitude
    #5: TRIGGER
    #5: Assassination Squad:

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

    Suffer 1 Fire damage ==> Reload Ring of Stony Flesh to reduce to 0

    Summon: Red Mantis Assassin:

    Story Bane Monster 3
    Traits:
    Human
    Assassin
    Red Mantis
    Veteran
    Check:
    Combat
    10+##
    Powers:
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    BYA:
    Reveal Lyrune-Quah Truthspeaker for +1d4+3.
    Adventure for +1d4
    Wisdom DC4+5: 1d8 + 1 + 1d4 + 3 + 1d4 ⇒ (8) + 1 + (4) + 3 + (1) = 17 =-> Success

    Put Volcanic Storm into Recovery for Divine +3d6
    Location for +2
    Resistant for -4
    Combat DC10+10: 1d8 + 1 + 3d6 + 1d4 + 3 + 2 - 4 ⇒ (7) + 1 + (6, 4, 4) + (2) + 3 + 2 - 4 = 25 ==> Defeated

    #5: Assassination Squad ==> Defeated!

    End Turn:
    Recovery:
    Reveal Lyrune-Quah Truthspeaker for +1d4+3.
    Location for +2.
    Adventurer for +1d4
    Volcanic Storm, Divine DC13: 1d8 + 1 + 1d4 + 3 + 2 + 1d4 ⇒ (5) + 1 + (1) + 3 + 2 + (1) = 13 ==> Recharge

    Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Lyrune-Quah Truthspeaker, Blessing of Abadar, Ring of Stony Flesh, Aqueous Orb, Grappler's Mask, Kazavon's Shield,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: #3: Shrine
    Hero Points: 4
    Tier.XP : 5.2
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Lyrune-Quah Truthspeaker: +1d6 local Wis or Divine
    Movement: If current location closes: #2: Crypt

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lookout, Blessing of Angradd, Katana +1, Lyrune-Quah Moon Maiden, Blessing of Shizuru, Augury, Chain Mail (Core), Sklar-Quah Thundercaller, Righteousness, Evangelist, Blessing of Cayden Cailean, Pillaging Mace, Flaming Longsword +3
    Recharged: Ruan Mirukova, Volcanic Storm,
    Discard Pile: The Winged Serpent,
    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 (2) + 2 (Closing of Crypt and Salvator)
    Random Card(s) Used: Barrier 1, Item 1, Hourglass 1 (Ukuja's turn)
    Additional Info 1: bad things: damage, blessings for checks
    Additional Info 2: eot: recharge random divine/blessing
    Varian, Ukuja - Location #1: Cathedral 7-10 remain // Create Mindscape displayed

    Heggal - Location #3: Shrine 4,6-10 remain // 4=Obsession of Servitude
    Aric - Location #4: Oubliette 5-10 remain // 5=Sayona
    Ukuja - Location #5: Ossuary 1-10 remain
    Location #6: Repository 1-10 remain
    Location #7: Base 1-11 remain


    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)

  • At the start of each scenario, add the wildcards Besieged, Withering, Deadly and Unhallowed.

    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 || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • At the end of your turn, recharge a random blessing or a random Divine spell.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

    Additional Rules: =
    THREAT LIST:

  • Danger: Elemental, Mysterious Relic, Wight, Wraith
  • Villain: Lich (Bishop Zev Ravenka)
  • Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Scenario Level (#): 5

    Turn: 6, Aric/AAUGHWHY

    Random Cards:

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

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

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

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

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

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

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

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

    Weapons
    Spoiler:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    Spoiler:
    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.

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

    Spoiler:
    Banudor
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

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

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

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


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

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


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

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


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

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

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

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

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

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


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

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Spoiler:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

    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 Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    Spoiler:
    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.

    Spoiler:
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

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

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Ukuja/Bigguyinblack
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hourglass Card 2 Varian/Zalarian:
    Spoiler:
    Hourglass Card 2 Varian/Zalarian
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 3 Heggal/kuey:
    Spoiler:
    Hourglass Card 3 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 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 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 5 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 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 6 Varian/Zalarian:
    Spoiler:
    Hourglass Card 6 Varian/Zalarian
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 7 Heggal/kuey:
    Spoiler:
    Hourglass Card 7 Heggal/kuey
    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.
    Hourglass Card 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Aric/AAUGHWHY
    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 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 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 10 Varian/Zalarian:
    Spoiler:
    Hourglass Card 10 Varian/Zalarian
    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 11 Heggal/kuey:
    Spoiler:
    Hourglass Card 11 Heggal/kuey
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 12 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 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 13 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Ukuja/Bigguyinblack
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 14 Varian/Zalarian:
    Spoiler:
    Hourglass Card 14 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 15 Heggal/kuey:
    Spoiler:
    Hourglass Card 15 Heggal/kuey
    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.
    Hourglass Card 16 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 Aric/AAUGHWHY
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 17 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 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 18 Varian/Zalarian:
    Spoiler:
    Hourglass Card 18 Varian/Zalarian
    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.
    Hourglass Card 19 Heggal/kuey:
    Spoiler:
    Hourglass Card 19 Heggal/kuey
    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.
    Hourglass Card 20 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 20 Aric/AAUGHWHY
    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 21 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 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 22 Varian/Zalarian:
    Spoiler:
    Hourglass Card 22 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.

    Location #1: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Ukuja/Bigguyinblack, Varian/Zalarian, None

    Cathedral Card 1 (Emperor Scorpion):
    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.
    Cathedral Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Cathedral Card 3:
    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.
    Cathedral Card 4:
    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.
    Cathedral Card 5:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: 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: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Heggal/kuey, None
    Shrine Card 1 (Obsession of Servitude):
    Obsession of Servitude
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, move to a random location.
    * Evade boons you encounter.
    * You may not play boons except during encounters with banes.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Shrine Card 2:
    Soul Mistress
    CotCT
    Monster 5
    Traits:
    Hag
    Outsider
    To Defeat:
    Combat 21
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.
    Shrine Card 3:
    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.
    Shrine Card 4:
    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.
    Shrine Card 5:
    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.
    Shrine Card 6:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Aric/AAUGHWHY, None
    Oubliette Card 1 (Sayona):
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
    Oubliette Card 2:
    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.
    Oubliette Card 3:
    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.
    Oubliette Card 4:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Oubliette Card 5:
    Emperor Cobra
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 13
    Vulnerable to Cold.
    After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
    Oubliette Card 6:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ossuary Card 1:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and 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.
    Ossuary Card 2:
    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.
    Ossuary Card 3:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.
    Ossuary Card 4:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 5:
    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.
    Ossuary Card 6:
    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.
    Ossuary Card 7:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Ossuary Card 8:
    Landshark
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 21
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.
    Ossuary Card 9:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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


    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Repository Card 1:
    Curse of the Worm
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Knowledge 14
    OR Wisdom
    Divine 12
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Repository Card 2:
    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.
    Repository Card 3:
    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.
    Repository Card 4:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Repository Card 5:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
    Repository Card 6:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Repository Card 7:
    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.
    Repository Card 8:
    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.

    Repository Card 9:
    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.
    Repository Card 10:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None
    Base Card 1:
    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 2:
    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 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:
    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 5:
    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.
    Base Card 6:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 7:
    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 8:
    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 9:
    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 10:
    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 11:
    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.


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

    On Ukuja's turn, suffer 3 ranged combat damage. Brooch of Protection and Lockpick Shield reduce the damage to 0

    Hour is Orison: No Effect

    Start of turn, switch to TRR. Exchange Hypnotist's Locket with Psychic Detective in kit

    Move to Ossuary and examine top card: Ash Giant Zombie. Encounter it. For the combat, reveal Vampiric Backsword +3 for Melee+2d6+3. Weapon Finesse give me Melee:DEX+3.

    Combat 23: 1d10 + 2d6 + 10 ⇒ (2) + (2, 3) + 10 = 17 Use power to discard random card (Blessing of the Ancients) and reroll
    Combat 23: 1d10 + 2d6 + 10 ⇒ (9) + (4, 6) + 10 = 29 That's more like it! After defeating a monster, switch back to Aric

    Use power to recharge Psychic Detective to examine Card 2: Brawl and explore again. On examine, switch to TRR

    DEX 9: 1d10 + 4 ⇒ (1) + 4 = 5 I take 6 combat damage. Place a Marker on Brooch to reduce by 5 and reveal Shield for the last one. Brawl gets shuffled back in

    Discard Blessing of the Midnight Lord to explore again

    Random Card: 1d8 + 1 ⇒ (3) + 1 = 4

    Mummy: one of the closing henchman. For the combat reveal Vampiric Backsword +3 for Melee+2d6+3. Requesting one of Varian's blessings (since he has the most right now) Weapon Finesse gives me Melee:DEX+3

    Combat 24: 1d10 + 2d6 + 1d4 + 10 ⇒ (9) + (2, 4) + (2) + 10 = 27 Nice! Summon and encounter Ancient Skeleton. BA, Take 1 combat damage which is mitigated by the Brooch. For the combats, reveal Vampiric Backsword again

    Combat 21: 1d10 + 2d6 + 10 ⇒ (8) + (6, 6) + 10 = 30 On defeat, reload Vampiric Backsword to recharge a random card from discards. On close, move to Repository

    End of turn, examine top card of Repository: Curse of the Worm. Switch back to Aric

    Aric wrote:

    Hand: Sharper, Mask of the Red Raven, Vampiric Backsword +3 (Finesse), Rapier (Core, Finesse), Lockpick Shield, Cockroach Coat,

    Displayed: Clockwork Spy, Brooch of Protection, Gambeson,
    Kit: Hypnotist's Locket, Orison, Dreamstalker,
    Deck: 10 Discard: 4 Buried: 0
    "NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Brooch of Protection: Add Marker to reduce local combat/Force damage by 5
    Other: Brooch of Protection: Reduce combat/force damage dealt to me by 1 (Current Markers: 1/6)"

    Display Cockroach Coat

    "

    Aric wrote:

    Hand: Sharper, Mask of the Red Raven, Vampiric Backsword +3 (Finesse), Rapier (Core, Finesse), Lockpick Shield,

    Displayed: Clockwork Spy, Brooch of Protection, Gambeson, Cockroach Coat,
    Kit: Hypnotist's Locket, Orison, Dreamstalker,
    Deck: 10 Discard: 4 Buried: 0
    NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Brooch of Protection: Add Marker to reduce local combat/Force damage by 5
    Other: Brooch of Protection: Reduce combat/force damage dealt to me by 1 (Current Markers: 1/6)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Bastet, Shadowless Sword (Finesse), Dandy Brute, Red War Paint
    Recharged: Ausio Carowyn, Quick-Change Mask, Evangelist, Heister, Psychic Detective, Blessing of the Midnight Lord,
    Discard Pile: Captain's Cutlass (Finesse), The Midwife, Blessing of The Vaultmaster, Blessing of the Ancients,
    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) ([X] 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 ([X] 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: 4 ☐ 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([X] 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).
    [X] If a character at your location would fail a check to defeat a monster ([ ] 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 Desired upgrades meh

    The Teamster: When this is the hour: After your first exploration of your turn, you may discard a card to explore.

    Varian defeated Emperor Scorpion so Leryn examines Cathedral Card 2: Incitation. No trigger.

    Move to Repository.

    Repository Card 1: Curse of the Worm:

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

    divine 12 revealing Headband of Inspired Wisdom, aided buy Aspect of the Bull: 2d10 + 7 ⇒ (10, 5) + 7 = 22

    Using hour power, discard Returning Totem Spear to explore.

    And it is Returning Totem Spear. Switching for random weapon #1 Horrorbane Heavy Pick.

    Repository Card 2: Random weapon #1 Horrorbane Heavy Pick:

    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    poison damage for failing to acquire a boon: 1d4 - 1 + 1 ⇒ (2) - 1 + 1 = 2

    Discard Blackjack's Gear and Blessing of Milani.

    Angelstep targeting Aric/RR: 1d4 + 1 ⇒ (2) + 1 = 3

    Ukuja ends their turn. No blessings or divine cards in hand to recharge.

    Ukuja attempts to recover all cards in their Recovery pile.
    Angelstep: Survival 9: 1d10 + 1d4 + 9 ⇒ (5) + (3) + 9 = 17 -> Angelstep recharged discarded.

    Ukuja resets their hand.

    Ukuja wrote:

    Hand: Wendifisa Spear, Guide, Druid of the Green Faith, Elk, Hatchet, Fire Gecko, Dwarf Caiman, Headband of Inspired Wisdom, Blessing of Abadar,

    Displayed: Leryn (Hunter Class Deck), Python, Aspect of the Bull, Moon Maiden Armor,
    "Current Location: Repository
    Kit: Cure, Blackjack's Rapier, Stone Axe +1, "
    Deck: 5 Discard: 4 Buried: 1
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Blessing of Abadar: +2 dice vs barriers.

    Movement: Move me to the Lair 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): Call Animal, Blessing of the Green Faith (1)
    Recharged: Pteranodon, Cauterize, Angelstep,
    Discard Pile: Returning Totem Spear, The Lost, Blackjack's Gear, Blessing of Milani,
    Buried Pile: Blessing of the Green Faith (2),
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 5
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

    Cathedral Card 2 examined: Incitation.
    Repository cards 1 and 2 (2 was random item #1) banished.

    Aric/RR healed for 3.


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

    Out of Turn Updates: DiscardBury Blessing of the Starsong for Aric's turn
    Turn Order: Ukuja, Varian, Heggal, Aric

    Turn - Hour: 8 - Hourglass Card 2 Varian/Zalarian Lamashtu's Madness
    Hour Rules: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

    SOT:

    Draw #(5) Cards and recharge #(5) Cards
    Draw: Wayfinder#Core
    Oparal
    Radovan
    Staff of Greater Necromancy
    Eagle Aerie
    Recharge: Staff of Greater Necromancy
    Fire Snake
    Eagle Aerie
    Blessing of Osiris
    Wayfinder#Core

    Give Card: None
    Move: Cathedral -> Repository

    Will display Safe Haven and move to Base. Ukuja and Aric can choose to move as well

    Will then recharge Oparal to shuffle random ally (Salvator Scream)
    Will then display Radovan

    Will examine following cards at base:
    Base Card 1: Vencarlo Orisini
    Base Card 2: Thousand Bones
    Base Card 3: Cressida Kroft
    Base Card 4: Amin Jalento
    Base Card 5: Truthspeaker Akram

    Will then acquire Cressida Kroft and draw a card (Life Drain)
    Will then display cressida and bury to aquire attack spell (used current and prior BR to find attack spell Wall of Light

    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.

    Will discard Father of Creation to explore again and find Base Card 6: Krojun Eats-what-he-kills
    Will then acquire Thousand Bones and draw a card (Blessing of the Gods) and then display Thousand Bones

    Will discard blessing of the gods to explore again and find Base Card 7: Keppira D'bear
    Will then acquire Keppira D'bear and draw a card (Summon Hellhounds)
    and then display Keppira D'bear

    Will then discard Blessing of the Master of Masters and explore again to find Base Card 8: Trinia Sabor
    Will then acquire Base Card 5: Truthspeaker Akramand draw a card (The Carnival) and then display Trinia

    Will bury Thousand bones to heal 1d4+1 cards
    Cards Healed: 1d4 + 1 ⇒ (1) + 1 = 2 Deck and Father of Creation

    Varian ends his turn and recharge a random divine/blessing. Choose Divine:
    Life Drain, Summon Hellhounds or Wall of Light: 1d3 ⇒ 2 Summon Hellhounds
    Will then send Safe Haven to recovery and move back to Cathedral

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

    Varian recharges spell Safe Haven and then resets his hand.

    Reminder of Scenario changes:

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

    The Harrow suit is Stars.
    Add 1d4 to Wisdom non-combat checks.
    When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    At the start of each scenario, add the wildcards Deadly, Unhallowed and Withering.
    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 move to or from the Base without playing a boon to move, bury a boon.
    At the end of your turn, recharge a random blessing or a random Divine spell.

    Deadly: When you suffer damage, it is increased by 1.
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

    "

    Varian wrote:

    Hand: Life Drain#Core, Magnetic Grimoire, Ice Chemist, The Carnival, Wall of Light, Staff of Greater Necromancy, Ice and Fire, Fire Snake,

    Displayed: Create Mindscape, Radovan, Keppira D'bear, Truthspeaker Akram,
    Deck: 12 Discard: 2 Buried: 2
    Hero Points: 1
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: #4: Throne Room, #1: Castle, #3: Slaughterhouse, #6: Stable, #5: Storehouse,
    #7: Base, #2: Lair
    Other: Loot Pref: Sp5/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: The Father of Creation, Volcanic Storm, Eagle Aerie, Salvator Scream, Staff of Dark Flame, Wayfinder#Core, i1Zellara's Harrow Deck, Blessing of Osiris, Rodrick, Oparal
    Recharged: Summon Hellhounds, Safe Haven,
    Discard Pile:Blessing of the Gods, Blessing of Master of Masters,
    Buried Pile:Blessing of the Starsong, Thousand Bones,

    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

    SCION OF CHELIAX
    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) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
    ☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
    ☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
    ☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (6)
    Random Card(s) Used: Weapon 1, Spell 1-5*
    Additional Info 1: bad things: damage, blessings for checks
    Additional Info 2: eot: recharge random divine/blessing
    Varian, Ukuja - Location #1: Cathedral 2-5 remain // Create Mindscape displayed; 2=incitation

    Heggal - Location #3: Shrine 1-6 remain // 1=Obsession of Servitude
    Location #4: Oubliette 1-6 remain // 1=Sayona
    Location #5: Ossuary BANISHED 1-9 remain
    Ukuja, Aric - Location #6: Repository 3-10 remain
    Location #7: Base 1,3,4,6,8,9,10,11 remain // 1=Vencarlo Orisini, 3: Cressida Kroft, 4: Amin Jalento ,6=Krojun Eats-what-he-kills, 8=Trinia Sabor


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Heggal, Aric, Ukuja, Varian,
    Turn: Turn 9: The Real Rabbit Prince
    Hour Power: At the start of your turn, draw this card.
    SOT: Draw The Real Rabbit Prince
    Give Card: Nil
    Move: Stay at #3: Shrine
    Explore:

    #1: Obsession of Servitude:

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

    Reveal Lyrune-Quah Truthspeaker for +1d4+3.
    Location for +1d4
    Wisdom DC11: 1d8 + 1 + 1d4 + 3 + 1d4 ⇒ (1) + 1 + (1) + 3 + (4) = 10 Use folio reroll on 1d8
    Wisdom DC11: 1d8 + 1 + 1 + 3 + 4 ⇒ (1) + 1 + 1 + 3 + 4 = 10 Ah! Use 1 Hero Point (from 4 to 3) to reroll.
    Wisdom DC11: 1d8 + 1 + 1d4 + 3 + 1d4 ⇒ (1) + 1 + (2) + 3 + (4) = 11 ==> Defeated (Whew!)

    Discard The Real Rabbit Prince to explore again. (Treat as Ally so subsequent bless check doesn't cause it to be buried.)
    Whose discard: Heggal, Aric, Ukuja, Varian: 1d4 ⇒ 4 ==> Varian

    #2: Soul Mistress:

    CotCT
    Monster 5
    Traits:
    Hag
    Outsider
    To Defeat:
    Combat 21
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.

    Reveal Lyrune-Quah Truthspeaker for +1d4+3.
    Put Aqueous Orb into Recovery for Divine+3d6
    The Real Rabbit Prince blesses check
    Location for +2.
    Resistant for -4
    Combat DC21: 1d8 + 3 + 3d6 + 1d4 + 3 + 1d8 + 2 - 4 ⇒ (1) + 3 + (5, 1, 4) + (2) + 3 + (3) + 2 - 4 = 20 Ah! That was 88%. Spend 1 Hero Point to reroll (from 3 to 2).
    Combat DC21: 1d8 + 3 + 3d6 + 1d4 + 3 + 1d8 + 2 - 4 ⇒ (2) + 3 + (4, 5, 1) + (4) + 3 + (1) + 2 - 4 = 21 ==> Defeated! (Whew!)

    End Turn:
    Reveal Lyrune-Quah Truthspeaker for +1d4+3.
    Location for +2.
    Recovery: Aqueous Orb, Divine DC11: 1d8 + 3 + 1d4 + 3 + 2 ⇒ (7) + 3 + (3) + 3 + 2 = 18 ==> Recharged

    Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Kazavon's Shield, Ring of Stony Flesh, Grappler's Mask, Lyrune-Quah Truthspeaker, Blessing of Abadar, Lyrune-Quah Moon Maiden,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: #3: Shrine
    Hero Points: 2
    Tier.XP : 5.2
    Respect : 4
    Reroll Avail?: No
    NOTES:
    Available Support: Blessings: Use as needed
    Lyrune-Quah Truthspeaker: +1d6 local Wis or Divine
    Movement: If current location closes: #2: Crypt

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Mail (Core), Sklar-Quah Thundercaller, Righteousness, Lookout, Flaming Longsword +3, Blessing of Cayden Cailean, Evangelist, Blessing of Angradd, Augury, Blessing of Shizuru, Katana +1, Pillaging Mace
    Recharged: Ruan Mirukova, Volcanic Storm, Aqueous Orb,
    Discard Pile: The Winged Serpent,
    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 (6)
    Notes for Varian: Heggal: The Real Rabbit Prince into Discard
    Random Card(s) Used: Weapon 1, Spell 1-5*
    Additional Info 1: bad things: damage, blessings for checks
    Additional Info 2: eot: recharge random divine/blessing
    Varian, Ukuja - Location #1: Cathedral 2-5 remain // Create Mindscape displayed; 2=incitation

    Heggal - Location #3: Shrine 3-6 remain
    Location #4: Oubliette 1-6 remain // 1=Sayona
    Location #5: Ossuary BANISHED 1-9 remain
    Ukuja, Aric - Location #6: Repository 3-10 remain
    Location #7: Base 1,3,4,6,8,9,10,11 remain // 1=Vencarlo Orisini, 3: Cressida Kroft, 4: Amin Jalento ,6=Krojun Eats-what-he-kills, 8=Trinia Sabor


    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)

  • At the start of each scenario, add the wildcards Besieged, Withering, Deadly and Unhallowed.

    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 || SUPPORTERS

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.

  • At the end of your turn, recharge a random blessing or a random Divine spell.

  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

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

    Additional Rules: =
    THREAT LIST:

  • Danger: Elemental, Mysterious Relic, Wight, Wraith
  • Villain: Lich (Bishop Zev Ravenka)
  • Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Scenario Level (#): 5

    Turn: 10, Aric/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Wyvern
    CotCT
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 18
    OR Survival 12
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

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

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


    Spoiler:
    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.

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

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

    Spoiler:
    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.

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

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

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


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

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


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

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


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

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

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

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

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

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

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


    Allies
    Spoiler:
    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:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    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:
    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:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

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

    Spoiler:
    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.

    Hour Power: Characters cannot suffer scourges.

    Current Hour:

    The Healing Light:
    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.

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 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 2 Varian/Zalarian:
    Spoiler:
    Hourglass Card 2 Varian/Zalarian
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 3 Heggal/kuey:
    Spoiler:
    Hourglass Card 3 Heggal/kuey
    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.
    Hourglass Card 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Aric/AAUGHWHY
    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 5 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 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 6 Varian/Zalarian:
    Spoiler:
    Hourglass Card 6 Varian/Zalarian
    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 7 Heggal/kuey:
    Spoiler:
    Hourglass Card 7 Heggal/kuey
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 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 9 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Ukuja/Bigguyinblack
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 10 Varian/Zalarian:
    Spoiler:
    Hourglass Card 10 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 11 Heggal/kuey:
    Spoiler:
    Hourglass Card 11 Heggal/kuey
    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.
    Hourglass Card 12 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 Aric/AAUGHWHY
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 13 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 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 14 Varian/Zalarian:
    Spoiler:
    Hourglass Card 14 Varian/Zalarian
    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.
    Hourglass Card 15 Heggal/kuey:
    Spoiler:
    Hourglass Card 15 Heggal/kuey
    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.
    Hourglass Card 16 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 Aric/AAUGHWHY
    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 17 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 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 18 Varian/Zalarian:
    Spoiler:
    Hourglass Card 18 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.

    Location #1: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Varian/Zalarian, None

    Cathedral Card 1 (Emperor Scorpion):
    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.
    Cathedral Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Cathedral Card 3:
    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.
    Cathedral Card 4:
    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.
    Cathedral Card 5:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Heggal/kuey, None
    Shrine Card 1:
    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.
    Shrine Card 2:
    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.
    Shrine Card 3:
    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.
    Shrine Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None
    Oubliette Card 1 (Sayona):
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
    Oubliette Card 2:
    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.
    Oubliette Card 3:
    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.
    Oubliette Card 4:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Oubliette Card 5:
    Emperor Cobra
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 13
    Vulnerable to Cold.
    After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
    Oubliette Card 6:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
    Repository Card 1:
    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.
    Repository Card 2:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Repository Card 3:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
    Repository Card 4:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Repository Card 5:
    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.
    Repository Card 6:
    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.

    Repository Card 7:
    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.
    Repository Card 8:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 7
    Located/Displayed Here: None
    Base Card 1 (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 2 (Amin Jalento):
    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 3 (Krojun Eats-what-he-kills):
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 4 (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.
    Base Card 5:
    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 6:
    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 7:
    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.


  • deck handler

    Recover folio reroll and 1 Hero Point.

    "

    Heggal (Life of the Party) wrote:

    Hand: Kazavon's Shield, Ring of Stony Flesh, Grappler's Mask, Lyrune-Quah Truthspeaker, Blessing of Abadar, Lyrune-Quah Moon Maiden,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: #3: Shrine
    Hero Points: 3
    Tier.XP : 5.2
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Lyrune-Quah Truthspeaker: +1d6 local Wis or Divine
    Movement: If current location closes: #2: Crypt

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Angradd, Chain Mail (Core), Blessing of Cayden Cailean, Katana +1, Lookout, Flaming Longsword +3, Augury, Sklar-Quah Thundercaller, Blessing of Shizuru, Evangelist, Pillaging Mace, Righteousness
    Recharged: Ruan Mirukova, Volcanic Storm, Aqueous Orb,
    Discard Pile: The Winged Serpent,
    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 the Healing Light: Characters cannot suffer scourges

    Start of turn, switch to TRR. Exchange Mask of TRR with Orison in kit.

    Move to Cathedral. End of Move step, examine top card of Cathedral, Incitation (Emperor Scorpion has already been defeated). Switch back to Aric. Exchange Rapier with Mask of TRR in kit.

    Encounter Incitation.

    Divine 4: 1d4 ⇒ 3

    Discard Orison to explore again. Encounter Cave Bear. Recharge Mask of TRR to switch to TRR. For the combat and BA, reveal Vampiric Backsword +3 for Melee+2d6+3. Weapon Finesse gives me Melee: DEX+3

    BA Combat 16: 1d10 + 2d6 + 10 ⇒ (6) + (4, 2) + 10 = 22
    Combat 21: 1d10 + 2d6 + 10 ⇒ (2) + (5, 2) + 10 = 19 Use power to discard a random card (Lockpick Shield)and reroll
    Combat 21: 1d10 + 2d6 + 10 ⇒ (7) + (4, 5) + 10 = 26 On defeating a monster, heal a blessing and switch to Aric. Exchange Sharper with Dreamstalker in kit

    Use power to recharge Dreamstalker for power. Examine Top card of Repository: Bogeyman. Bring it to Cathedral and encounter it. On examine switch to TRR. Exchange Sharper top card of my deck: Psychic Detective. The BA doesn't matter cuz the Hour negates the consequence. For the combat, reveal Vampiric Backsword for the same dice as the Cave Bear fight.

    Combat 14: 1d10 + 2d6 + 10 ⇒ (3) + (5, 3) + 10 = 21 On defeating a monster, heal a blessing.

    end of turn, examine top card of Cathedral: The Desert. Switch to Aric.

    "

    Aric wrote:

    Hand: Sharper, Heister, Vampiric Backsword +3 (Finesse), Blessing of the Ancients, Captain's Cutlass (Finesse), Shadowless Sword (Finesse),

    Displayed: Clockwork Spy, Brooch of Protection, Gambeson, Cockroach Coat,
    Kit: Hypnotist's Locket, Rapier (Core, Finesse), Psychic Detective,
    Deck: 12 Discard: 1 Buried: 0
    NOTES:
    Available Support: Can discard random card to allow reroll on failed local check to defeat monster (only as TRR)

    Captain's Cutlass: Recharge to reduce local combat damage by 2

    Brooch of Protection: Add Marker to reduce local combat/Force damage by 5
    Other: Brooch of Protection: Reduce combat/force damage dealt to me by 1 (Current Markers: 1/6)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dreamstalker, Blessing of Bastet, Blessing of The Vaultmaster, Blessing of the Midnight Lord, Quick-Change Mask, Dandy Brute, Mask of the Red Raven, Evangelist, Ausio Carowyn, Orison, Red War Paint, The Midwife
    Recharged:
    Discard Pile: Lockpick Shield,
    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) ([X] 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 ([X] 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: 4 ☐ 5 ☐ 6
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn ([X] or when you examine a card in a location deck) ([X] 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).
    [X] If a character at your location would fail a check to defeat a monster ([ ] 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: Heggal: The Real Rabbit Prince into Discard
    Random Card(s) Used: Weapon 1, Spell 1-5*
    Additional Info 1: bad things: damage, blessings for checks
    Additional Info 2: eot: recharge random divine/blessing
    Varian, Ukuja - Location #1: Cathedral 4-5 remain // Create Mindscape displayed; 4=The Desert

    Heggal - Location #3: Shrine 1-4 remain
    Location #4: Oubliette 1-6 remain // 1=Sayona

    Ukuja, Aric - Location #6: Repository 2-8 remain
    Location #7: Base 1-7 remain // 1 (Vencarlo Orisini);(Amin Jalento);3 (Krojun Eats-what-he-kills); 4(Trinia Sabor):


    Deck Handler Desired upgrades meh

    The Worldbreaker: When this is the hour: You may banish a random blessing from your discards to explore.

    Leryn examines Repository card 1: Bogeyman, No trigger. Bury Hatchet to move to Base.

    Draw 1. Vencarlo Orisini, 2. Amin Jalento, 3. Krojun Eats-what-he-kills, 4. Trinia Sabor, 5. Ishani Dhatri. Keep and display Ishani Dhatri and draw a card: Blessing of the Green Faith (1). Bury Ishani Dhatri to draw random blessing #1 Lady Despair.

    Discard Elk to explore. 1. Vencarlo Orisini, 2. Amin Jalento, 3. Krojun Eats-what-he-kills, 4. Trinia Sabor, 6. Neolandus Kalepopolis. Keep and display Neolandus Kalepopolis and draw a card: Call Animal. Bury Neolandus Kalepopolis to draw random ally # 1 Djinn. Cast Call Animal for Pteranodon.

    Discard Druid of the Green Faith to draw Elk from discard and explore. Draw 1. Vencarlo Orisini, 2. Amin Jalento, 3. Krojun Eats-what-he-kills, 4. Trinia Sabor, 7. Laori Vaus. Keep and display Amin Jalento and draw a card: Angelstep. Bury Amin Jalento to draw random items #1 and 2 and keep #2 Wyvern Poison. Display Wyvern Poison.

    Discard Elk to explore. Draw 1. Vencarlo Orisini, 3. Krojun Eats-what-he-kills, 4. Trinia Sabor, 7. Laori Vaus. Keep and display Trinia Sabor and draw a card: Cauterize.

    Angelstep targeting self: 1d4 + 1 ⇒ (4) + 1 = 5

    Discard Pteranodon to move to Oubliette and explore.

    Oubliette Card 1 (Sayona): Sayona:

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

    combat 21 revealing Wendifisa Spear for survival, revealing Fire Gecko, aided by Keppira D'bear, revealing Headband of Inspired Wisdom: 1d10 + 1d12 + 2d4 + 10 ⇒ (4) + (1) + (3, 4) + 10 = 22

    More cards in hand then hand maximum so no after the roll effect. Discard Guide to explore.

    Oubliette Card 2: 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.

    divine 8 revealing Headband of Inspired Wisdom: 1d10 + 7 ⇒ (5) + 7 = 12

    Discard The All-seeing Eye to examine next 2 cards: Card 3. Seeking Longbow and card 4. Random ally #3 Wolverine. Place Wolverine on top and explore.

    Oubliette Card 4: random ally #3 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.

    survival 9 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (7) + 9 = 16

    Discard Djinn to examine top card. Encounter and banish Seeking Longbow then explore.

    Oubliette Card 5: Emperor Cobra:

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

    combat 13 revealing Wendifisa Spear for survival, revealing Fire Gecko, revealing Headband of Inspired Wisdom: 1d10 + 1d12 + 1d4 + 10 ⇒ (4) + (7) + (1) + 10 = 22

    AYA Fortitude 9 revealing Dwarf Caiman, burying Trinia Sabor: 2d6 + 1d4 + 7 ⇒ (2, 3) + (4) + 7 = 16

    Use the hour to banish the only blessing in my discard pile The All-seeing Eye to explore.

    Oubliette Card 6: Warband:

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

    random monster #1 Wyvern:

    CotCT
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 18
    OR Survival 12
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    BYA fortitude 8 revealing Dwarf Caiman: 2d6 + 2 ⇒ (1, 1) + 2 = 4
    hero point to reroll: 2d6 + 2 ⇒ (4, 6) + 2 = 12

    combat 18 revealing Wendifisa Spear for survival, revealing Fire Gecko, revealing Headband of Inspired Wisdom: 1d10 + 1d12 + 1d4 + 10 ⇒ (3) + (9) + (1) + 10 = 23

    Fortitude 5 +5 to close revealing Dwarf Caiman and burying Lady Despair to bless twice: 4d6 + 2 ⇒ (3, 3, 2, 2) + 2 = 12

    On close heal Djinn. Move to Shrine.

    end of turn recharge from discard 1. Elk, 2. Pteranodon: 1d2 ⇒ 2

    end of turn recharge random divine card 1. BotGF, 2. BoAbadar, 3. Cauterize: 1d3 ⇒ 3

    Ukuja ends their turn.

    Ukuja attempts to recover all cards in their Recovery pile.
    Call Animal: Divine 6: 1d10 + 1d4 + 9 ⇒ (7) + (1) + 9 = 17 -> Call Animal recharged.
    Angelstep: Survival 9: 1d10 + 1d4 + 9 ⇒ (8) + (2) + 9 = 19 -> Angelstep recharged.

    Ukuja resets their hand.

    Ukuja wrote:

    Hand: Wendifisa Spear, Headband of Inspired Wisdom, Wolverine, Fire Gecko, Dwarf Caiman, Blessing of the Green Faith (1), Blessing of Abadar, Druid of the Green Faith, Blackjack's Gear,

    Displayed: Leryn (Hunter Class Deck), Python, Aspect of the Bull, Moon Maiden Armor, Wyvern Poison,
    "Current Location: Shrine
    Kit: Cure, Blackjack's Rapier, Stone Axe +1, "
    Deck: 8 Discard: 2 Buried: 4
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Blessing of Abadar: +2 dice vs barriers.

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

    Movement: Move me to the Cathedral 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): Djinn, Blessing of Milani, Returning Totem Spear, The Lost
    Recharged: Pteranodon, Cauterize, Call Animal, Angelstep,
    Discard Pile: Elk, Guide,
    Buried Pile: Blessing of the Green Faith (2), Hatchet, Trinia Sabor, Lady Despair,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Hero Points: 4
    Respect Points 9

    Favored Card: Weapon or Ally
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    Ranged: Dexterity +2
    Divine: Wisdom +1
    Survival: Wisdom +3

    From Blackjack Role
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Diplomacy: Charisma +3

    From Cohorts

    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).
    [x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
    (Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

    Base supporters 2. Amin Jalento, 4. Trinia Sabor, 5. Ishani Dhatri, and 6. Neolandus Kalepopolis acquired.

    Random blessing #1 acquired. Random ally #1 acquired. Random item #2 acquired. Random monster #1 used.

    Oubliette card 4 acquired. Oubliette closed and Ukuja moved to shrine.

    Ukuja used 1 Hero point.


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

    Out of Turn Updates: Received the Real Rabbit Prince into discard
    Turn Order: Ukuja, Varian, Heggal, Aric

    Turn - Hour: 12 - Hourglass Card 2 Varian/Zalarian Norgorber's Shadow
    Hour Rules: On your Stealth check or your check that invokes the Poison trait, add 1d4.

    SOT:

    Draw #(5) Cards and recharge #(5) Cards
    Draw: i1Zellara's Harrow Deck
    Eagle Aerie
    The Father of Creation
    Staff of Dark Flame
    Rodrick
    Recharge: Ice and Fire
    Rodrick
    Eagle Aerie
    The Father of Creation
    Staff of Dark Flame

    Give Card: None
    Move: Stay at Cathedral
    Location Powers: When you defeat a monster, heal a blessing.
    Explore: Cathedral Card 4: The Desert
    Will use Firesnake for check and reveal ice chemist/grimoire and create mindscape
    Arcane Check DC 4+5=9: 1d12 + 5 + 1d4 ⇒ (3) + 5 + (2) = 10 Success

    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.

    Will discard The carnival to explore. Since my Harrow, Heal a Blessing (The Real Rabbit Prince)
    Explore: Cathedral Card 5: Henchman Proxy A4

    Will use life drain for first check revealing ice chemist and grimoire along with create mindscape and Keppira
    Arcane Check DC 9: 1d12 + 5 + 2d4 + 1d4 + 1d4 + 1d4 ⇒ (5) + 5 + (3, 4) + (3) + (3) + (1) = 24 Auto Success
    Aric will switch to TRR since encountered a henchman/villain and will do 2nd check
    For the combat, reveal Vampiric Backsword +3 for Melee+2d6+3. Weapon Finesse gives me Melee: DEX+3 and Keppira
    TRR Combat check DC 11+5=16: 1d10 + 10 + 2d6 + 1d4 ⇒ (2) + 10 + (2, 1) + (3) = 18 Success

    Life drain heals 1 (Master of Masters) and location power heals a blessing (BotG) for defeating monster

    Zombie Minions:
    Zombie Minions
    Story Bane Monster 1

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9
    THEN
    Combat
    11+#

    Powers
    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Will bury the desert to close Cathedral and closing heals a blessing (The Carnival). Create Mindscape is moved to recovery
    Varian moves to the repository. Currently assuming Ukuja moves to Shrine and Aric goes to repository

    Will bury the Truthspeaker to examine and shuffle the Repository
    Repository Card 2: Deathbane Throwing Axe (W5)
    Repository Card 3: Ring of Immolation (I5)
    Repository Card 4: Lich (Villain)
    Repository Card 5: Drums of Panic (I3)
    Repository Card 6: Instrument of Agony (Sp4)
    Repository Card 7: Corpse Plate
    Repository Card 8: Ambush TRIGGER

    Encounter: Repository Card 8: Ambush

    Will use perception..harrow adds d4, ice chemist/grimoire adds d4, examine adds d4
    Will recharge Wall of Light for Urban assistance to add 1d4+1

    Perception Check DC 8+5=13: 1d6 + 1 + 1d4 + 1d4 + 1d4 + 1d4 + 1 ⇒ (4) + 1 + (4) + (4) + (2) + (4) + 1 = 20 Success

    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.

    Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in specified order.

    Random Repository Card: 1d6 + 1 ⇒ (1) + 1 = 2 Repository Card 2: Deathbane Throwing Axe
    Random Repository Card: 1d5 + 1 ⇒ (4) + 1 = 5 Repository Card 6: Instrument of Agony
    Random Repository Card: 1d4 + 1 ⇒ (1) + 1 = 2 Repository Card 3: Ring of Immolation

    Will put in the following order (Heggal may change if desired)
    Repository Card 2: Deathbane Throwing Axe (w5)
    Repository Card 6: Instrument of Agony (sp 4)
    Repository Card 3: Ring of Immolation (I5)

    Varian ends his turn and recharge a random divine/blessing (Staff of Greater Necromancy).

    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. ice chemist/grimoire adds d4. If hour is harrow, add 1d4.
    Perception Check DC 12 with Harrow: 1d6 + 1 + 1d4 + 1d4 ⇒ (6) + 1 + (1) + (3) = 11 No Success

    Varian recharges spell Fire Snake and 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 Stars.
    Add 1d4 to Wisdom non-combat checks.
    When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    At the start of each scenario, add the wildcards Deadly, Unhallowed and Withering.
    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 move to or from the Base without playing a boon to move, bury a boon.
    At the end of your turn, recharge a random blessing or a random Divine spell.

    Deadly: When you suffer damage, it is increased by 1.
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

    "

    Varian wrote:

    Hand: Magnetic Grimoire, Ice Chemist, Summon Hellhounds, Blessing of the Gods, The Real Rabbit Prince, Salvator Scream, Eagle Aerie, Wayfinder#Core,

    Displayed: Radovan, Keppira D'bear,
    Deck: 14 Discard: 2 Buried: 4
    Hero Points: 1
    NOTES:
    Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: #4: Throne Room, #1: Castle, #3: Slaughterhouse, #6: Stable, #5: Storehouse,
    #7: Base, #2: Lair
    Other: Loot Pref: Sp5/TBD

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Ice and Fire, Blessing of Osiris, Volcanic Storm, Rodrick, The Father of Creation, Staff of Dark Flame, Safe Haven, Oparal, Blessing of Master of Masters, The Carnival
    Recharged: Wall of Light, Staff of Greater Necromancy, Fire Snake, Create Mindscape,
    Discard Pile:i1Zellara's Harrow Deck, Life Drain#Core,
    Buried Pile:Blessing of the Starsong, Thousand Bones, The Desert, Truthspeaker Akram,

    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

    SCION OF CHELIAX
    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) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
    ☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
    ☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
    ☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
    Notes for Aric: switched to TRR (possibly use kit)
    Notes for Ukuja: used 1 HP
    Random Card(s) Used: blessing 1, ally 1, item 2, monster 1
    Additional Info 1: bad things: damage, blessings for checks
    Additional Info 2: eot: recharge random divine/blessing

    Heggal, Ukuja - Location #3: Shrine 1-4 remain

    "Varian, Aric - Location #6: Repository 2,6,3 (Random 4,5,7) remain // 2: Deathbane Throwing Axe (W5)
    3: Ring of Immolation (I5)
    4: Lich (Villain)
    5: Drums of Panic (I3)
    6: Instrument of Agony (Sp4)
    7: Corpse Plate
    "
    Location #7: Base 1,3,7 remain // 1 (Vencarlo Orisini);(Amin Jalento);3 (Krojun Eats-what-he-kills); ; 7 (Laori Vaus)

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