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

Starting Location: Cliff

Starting Identity: Aric

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

Aric wrote:

Hand: Lockpick Shield, Quick-Change Mask, Blessing of the Midnight Lord, Serithtial, Heister, Cockroach Coat, Blessing of The Vaultmaster,

Displayed:
Kit: Blessing of the Ancients, Dandy Brute, Psychic Detective,
Deck: 15 Discard: 0 Buried: 0
"NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

Vaultmaster: +2 dice vs Barriers
Midnight Lord: +2 dice on CON or has Finesse
Hiester: +1d12 to local barrier, I draw an item if you succeed"

Display Cockroach Coat

"

Aric wrote:

Hand: Lockpick Shield, Quick-Change Mask, Blessing of the Midnight Lord, Serithtial, Heister, The Courtesan, Blessing of The Vaultmaster,

Displayed: Cockroach Coat,
Kit: Blessing of the Ancients, Dandy Brute, Psychic Detective,
Deck: 14 Discard: 0 Buried: 0
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

Vaultmaster: +2 dice vs Barriers
Midnight Lord: +2 dice on CON or has Finesse
Hiester: +1d12 to local barrier, I draw an item if you succeed

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Lost Harrows, Mask of the Red Raven, Clockwork Spy, Glamered Leather Armor, Fortune Teller, Dreamstalker, Blessing of Bastet, Captain's Cutlass (Finesse), Shadowless Sword (Finesse), Ausio Carowyn, Blessing of Zon-Kuthon, Red War Paint, Evangelist
Recharged: Vampiric Backsword +3 (Finesse),
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 ([X] 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

"


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

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

Turn - Hour: 1 - Sands of the Hour
Hour Rules: None

SOT:

Draw #(6) Cards and recharge #(6) Cards
Draw: Eagle Aerie, Salvator Scream, Samisen of Oracular Vision, Crystal Ball, Blessing of Osiris, Oparal
Recharge: Eagle Aerie, Staff of Greater Necromancy, Blessing of the Gods, Blessing of the Starsong, Staff of Dark Flame, Blessing of Osiris

Will discard Salvator Scream to draw next blessing from hour deck - Hourglass Card 1 Heggal/kuey

The Cricket:

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

Give Card: None
Move: Stay at Library
Location Powers: None
Explore: Library Card 1: Third Eye

Will recharge The Cricket for Urban assistance to add 1d4+1
Arcane Check DC 13: 1d12 + 6 + 1d4 + 1 ⇒ (9) + 6 + (3) + 1 = 19 Success

Third Eye:

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

Will display the Third eye
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Library Card 4: Staff of Greater Healing
Library Card 2: Rovagug's Destruction
Library Card 3: Henchman Proxy A3

Will discard the Marriage to explore. Will draw random ally to hand (Salvator)

Will discard Salvator to draw next hour (Hourglass Card 2 Aric/AAUGHWHY Iomedae's Justice)

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.

Will recharge Samisen to examine some cards
Arsenal Card 1: Horrorbane Heavy Pick
Mountain Card 1: Cursed Statue (TRIGGER) - Will reload Third Eye to avoid nastiness
Cell Card 1: The Twin

Will discard Iomedae's Justice to explore
Explore: Library Card 4: Staff of Greater Healing
Will put fire snake to recovery and ask Ukuja to recharge blessing of the green faith

Arcane Check DC 14: 1d12 + 6 + 1d12 ⇒ (6) + 6 + (4) = 16 Success

Staff of Greater Healing:

CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

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

Varian ends his turn.

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

During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4.
Perception Check DC 12 with Harrow: 1d6 + 1 ⇒ (4) + 1 = 5 No Success

Varian recharges spell(s) FireSnake and then resets his hand.

Will display third eye after Heggal's sot.

Reminder of Scenario changes:

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

The Harrow suit is Crowns.
Add 1d4 to Charisma non-combat checks.
When you play your harrow, you may draw a random ally from your discards.

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

When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.

"

Varian wrote:

Hand: Life Drain#Core, Crystal Ball, Rodrick, Staff of Greater Healing, Staff of Greater Necromancy, Eagle Aerie, Life Drain,

Displayed: Radovan, Third Eye,
Deck: 15 Discard: 3 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: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
Other: Loot Pref: Sp6

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: Blessing of Master of Masters, Create Mindscape, Oparal, Samisen of Oracular Vision, Ice and Fire, Magnetic Grimoire, The Cricket, Blessing of the Gods, Staff of Dark Flame, Ice Chemist, Blessing of Osiris, Volcanic Storm, Salvator Scream, Blessing of the Starsong
Recharged: Fire Snake,
Discard Pile:The Marriage, Iomedae's Justice, 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) +2 (Salvator x2)
Notes for Heggal: recharged BotGF for Varian
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Heggal - Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Location #2: Castle 1-11 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja, Aric - Location #4: Cliff 1-11 remain
Location #5: Mountain 1-11 remain // 1=Cursed Statue
Varian - Location #6: Library 2,3,5-11 remain // 2=Rovagug's Destruction, 3=Henchman
Location #7: Base 1-15 remain


deck handler

Out of Turn Updates: Nil
Turn Order: Varian, Heggal, Aric, Ukuja,
Turn: Turn 2: Ukuja's Erastil's Eye
Hour Power: If you are at a Wild location, you may discard a card to explore.
SOT: Nil
Give Card: Nil
Move: Move to #2: Castle
Explore:

#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.

Reveal Lookout for +1d4+3
Recharge Grappler's Mask to use Melee instead of Constitution
BYA: Constitution DC8: 1d8 + 5 + 1d4 + 3 ⇒ (2) + 5 + (1) + 3 = 11

Reveal Ukwar Axe for Melee+1d8+1; reload for +1d8
Reveal Lookout for +1d4+3
Combat DC18: 1d8 + 5 + 1d8 + 1 + 1d8 + 1d4 + 3 ⇒ (4) + 5 + (3) + 1 + (1) + (1) + 3 = 18 ==> Defeated

Discard Sklar-Quah Thundercaller to examine and explore

#2: Mobogo:

CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.

BYA: Summon Boggard Champion
Summon: BOGGARD CHAMPION:

STORY BANE
CHECK TO DEFEAT
COMBAT
11
+##
TYPE
MONSTER
POWERS
If you are at an Aquan location, the difficulty to defeat is increased by 1d12.
If undefeated, bury a random card from your discards and suffer the scourge Frightened.

Reveal Lookout for +1d4+3
Reveal Flaming Longsword +3 for Melee+1d8+3
Sklar-Quah Thundercaller for +3
Combat DC11+12: 1d8 + 5 + 1d8 + 3 + 1d4 + 3 + 3 ⇒ (2) + 5 + (1) + 3 + (1) + 3 + 3 = 18 Spend 1 Hero Point to reroll (2 to 1)
Combat DC11+12: 1d8 + 5 + 1d8 + 3 + 1d4 + 3 + 3 ⇒ (5) + 5 + (5) + 3 + (3) + 3 + 3 = 27 ==> Defeated

Now for Mobogo
Reveal Lookout for +1d4+3
Reveal Flaming Longsword +3 for Melee+1d8+3; discard for +2d6
Sklar-Quah Thundercaller for +3
Combat DC25: 1d8 + 5 + 1d8 + 3 + 2d6 + 1d4 + 3 + 3 ⇒ (7) + 5 + (1) + 3 + (2, 3) + (1) + 3 + 3 = 28 ==> Defeated

Discard The Theater to examine and encounter
Draw random Ally from discard ==> Sklar-Quah Thundercaller

#3: 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.

Reveal Lookout for +1d4+3
Scenario for +1d4
Diplomacy DC11: 1d10 + 2 + 1d4 + 3 + 1d4 ⇒ (10) + 2 + (2) + 3 + (2) = 19 ==> Acquired

End Turn: Reset hand.

"

Heggal (Life of the Party) wrote:

Hand: Kazavon's Shield, Sklar-Quah Thundercaller, Jasan Adriel, Lookout, Blessing of Abadar, Ukwar Axe, Evangelist,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: #2: Castle
Hero Points: 1
Tier.XP : 6.1
Respect : 4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 Perception
Sklar-Quah Thundercaller: +1d6 Str & Acrobatics
Evangelist: +1d4 local check
Movement: If current location closes: #1: Arsenal

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Stony Flesh, Lyrune-Quah Moon Maiden, Chain Mail (Core), Blessing of Cayden Cailean, Ruan Mirukova, Grayflame Mace +2, Blessing of Angradd, Vengeful Storm, Blessing of Shizuru, Lyrune-Quah Truthspeaker, Burst of Glory, Righteousness
Recharged: Grappler's Mask,
Discard Pile: Flaming Longsword +3, The Theater,
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) +2 (Salvator x2)
Notes for Heggal: recharged BotGF for Varian
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal - Location #2: Castle 4-11 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja, Aric - Location #4: Cliff 1-11 remain
Location #5: Mountain 1-11 remain // 1=Cursed Statue
Varian - Location #6: Library 2,3,5-11 remain // 2=Rovagug's Destruction, 3=Henchman
Location #7: Base 1-15 remain


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

Hour is Varian's The Wind and the Waves: At the start of the turn, any character may recharge a card to move.

Start of turn, switch to TRR. Exchange The Courtesan with Blessing of the Ancients in kit

Stay at Cliff. Examine top card of location: The Rakshasa.

Encounter Card 1: The Rakshasa. Auto-Fail INT 10

Discard Blessing of the Ancients to examine then explore. Examine Card 2: Lockpick Shield, which triggers. On examine, Exchange Blessing of the Vaultmaster with Psychic Detective in kit. Perception Skill increases difficulty by 6. For the check, recharge Lockpick Shield to use 2d10+2 for disable. Also recharge Heister for +1d12

Disable 18: 2d10 + 1d12 + 2 ⇒ (4, 8) + (11) + 2 = 25 Heister lets me draw a new item: Random Item 2: Ring of Immolation

Take explore from Blessing of the Ancients (since the runes encounter was a trigger). Encounter Card 3: Mantle of Life. Auto-Fail CON check and Banish.

Discard Psychic Detective to examine then explore. Examine and explore Card 4: Corpse Lotus. Wild Location increases difficulty by 6. For the combat, reveal Serithtial for Acrobatics+1d12+4. Recharge Blessing of the Midnight Lord for +2 dice.

Combat 28: 3d10 + 1d12 + 1d4 + 10 ⇒ (10, 10, 8) + (12) + (4) + 10 = 54 Wow!

End of turn, examine top card of location. Card 5: Cytillipede. Encounter it. For the BA, Recharge Quick-Change Mask to use my Stealth instead of the listed skills.

BA (Stealth) 7: 1d10 + 1d4 + 6 ⇒ (3) + (3) + 6 = 12

For the combat, reveal Serithtial for Acrobatics+1d12+4

Combat 16: 1d10 + 1d12 + 1d4 + 10 ⇒ (8) + (4) + (2) + 10 = 24 Even removing the 2 due to the location, I still succeed. On defeating a monster, switch back to Aric

Aric wrote:

Hand: Fortune Teller, Red War Paint, Glamered Leather Armor, Evangelist, Serithtial, Mask of the Red Raven, Ring of Immolation,

Displayed: Cockroach Coat,
Kit: The Courtesan, Dandy Brute, Blessing of The Vaultmaster,
Deck: 13 Discard: 2 Buried: 0
"NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

"

Display Red War Paint and Glamered Leather Armor

Copy/paste from here:
"

Aric wrote:

Hand: Fortune Teller, Evangelist, Serithtial, Mask of the Red Raven, Ring of Immolation,

Displayed: Cockroach Coat, Red War Paint, Glamered Leather Armor,
Kit: The Courtesan, Dandy Brute, Blessing of The Vaultmaster,
Deck: 13 Discard: 2 Buried: 0
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

Evangelist: Recharge for +1d4 to local check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Spy, Ausio Carowyn, Blessing of Zon-Kuthon, Captain's Cutlass (Finesse), Blessing of Bastet, The Lost Harrows, Shadowless Sword (Finesse), Dreamstalker
Recharged: Vampiric Backsword +3 (Finesse), Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask,
Discard Pile: Blessing of the Ancients, Psychic Detective,
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 ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) +2 (Salvator x2)
Notes for Heggal: recharged BotGF for Varian
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal - Location #2: Castle 4-11 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja, Aric - Location #4: Cliff 6-11 remain
Location #5: Mountain 1-11 remain // 1=Cursed Statue
Varian - Location #6: Library 2,3,5-11 remain // 2=Rovagug's Destruction, 3=Henchman
Location #7: Base 1-15 remain


Deck Handler Desired upgrades meh

Cytillipede BYA effects all local characters but Ukuja auto passes wisdom 7 by revealing Headband of Inspired Wisdom.

Hour is Heggal/kuey's The Winged Serpent: When this is the hour: Your Ranged check is blessed.

Leryn examines Cliff Card 6: Cotct Gargoyle no trigger. Place Huntsman's Greatsword +2 in kit and draw Angelstep.

Ukuja heads to Base.

Free explore draw 1. Cressida Kroft, 2. Marcus Endrin, 3. Vencarlo Orisini, 4. Keppira D'bear, 5. Laori Vaus, 6. 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 The Unicorn (Crowns so blessing 6)

Discard Elk to explore. Draw 1. Cressida Kroft, 2. Marcus Endrin, 3. Vencarlo Orisini, 4. Keppira D'bear, 5. Laori Vaus, 7. Truthspeaker Akram Draw and display Cressida Kroft and draw a card: Cure. Bury Cressida Kroft to draw an attack spell: Random spell #4 Dominate.

Discard Druid of the Green Faith to draw Elk and explore. Draw 2. Marcus Endrin, 3. Vencarlo Orisini, 4. Keppira D'bear, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin. Keep and display Keppira D'bear and draw a card: Guide.

Discard The Tyrant to explore and draw Druid of the Green Faith. Draw 2. Marcus Endrin, 3. Vencarlo Orisini, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 9. Neolandus Kalepopolis. Keep and display Neolandus Kalepopolis and draw a card: Blessing of Milani. Bury Neolandus Kalepopolis to draw random ally #2 Formian Myrmidon.

Discard Elk to explore. Draw 2. Marcus Endrin, 3. Vencarlo Orisini, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 10. Thousand Bones. Keep and display Vencarlo Orisini and draw a card: Blackjack's Rapier.

Discard Druid of the Green Faith to draw Elk then explore. Draw 2. Marcus Endrin, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 10. Thousand Bones, 11. Krojun Eats-what-he-kills. Keep and display Thousand Bones. Draw a card: Moon Maiden Armor and display it.

Discard Guide to explore. Draw 2. Marcus Endrin, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 11. Krojun Eats-what-he-kills, 12. Trinia Sabor. Keep and display Trinia Sabor and draw a card: Call Animal. Cast Call Animal for Pteranodon.

Ukuja rides his Pteranodon to Cliff.

Cliff Card 6: Cotct Gargoyle:

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

combat 21 revealing Wendifisa Spear for survival, revealing Headband of Inspired Wisdom, revealing Fire Gecko: 1d10 + 1d12 + 1d4 + 10 ⇒ (8) + (7) + (4) + 10 = 29

Discard The Unicorn to explore. Before acting Give Aric/RR Blackjack's Rapier.

Cliff 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.

Banished. Discard Elk to explore.

Cliff Card 8: Henchman Proxy A4 Ileosa's Furies:

Story Bane Monster 6

Traits:
Outsider
Devil

Check:
Combat
24

Powers:
Immune to Fire and Poison. Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
After acting, each local character suffers 1d4 Force damage.

Wisdom 11 BYA revealing Headband of Inspired Wisdom, discarding Blessing of Milani, aided by Elk: 3d10 + 1d6 + 6 ⇒ (4, 4, 2) + (6) + 6 = 22 20 total after location effect.

combat 24 revealing Wendifisa Spear for survival, revealing Headband of Inspired Wisdom, aided by Elk: 1d10 + 1d12 + 1d6 + 10 ⇒ (2) + (6) + (4) + 10 = 22

bury Vencarlo Orisini to reroll: 1d10 + 1d12 + 1d6 + 10 ⇒ (1) + (11) + (6) + 10 = 28
27 after location effect.

After acting, each local character suffers 1d4 Force damage.

force dmg to Ukuja: 1d4 ⇒ 4
Discard Blessing of Abadar, Formian Myrmidon, Dominate, and Dwarf Caiman.

acrobatics 6+6 to close recharging Guide: 1d10 + 1d6 + 4 ⇒ (4) + (3) + 4 = 11
recharge Moon Maiden Armor to add my wisdom die: 1d10 ⇒ 10

Pausing turn.


Deck Handler Desired upgrades meh

Continued. Searching deck for Evidence and reloading it.

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

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

Ukuja ends their turn. Elk is recharged from discards.

Ukuja attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d10 + 7 ⇒ (4) + 7 = 11 -> Cure recharged.
Call Animal: Divine 6: 1d10 + 7 ⇒ (1) + 7 = 8 -> Call Animal recharged.
Angelstep: Survival 9: 1d10 + 9 ⇒ (6) + 9 = 15 -> Angelstep recharged.

Ukuja resets their hand.

Ukuja wrote:

Hand: Wendifisa Spear, Headband of Inspired Wisdom, Fire Gecko, Blessing of the Green Faith (1), Blessing of Milani, Guide, Dominate, Shadowcat, Returning Totem Spear,

Displayed: Leryn (Hunter Class Deck), Python, Keppira D'bear, Thousand Bones, Trinia Sabor,
"Current Location: Cliff
Kit: Stone Axe +1, Aspect of the Bull, Huntsman's Greatsword +2, "
Deck: 13 Discard: 2 Buried: 0
"NOTES:
Available Support: Folio reroll:

Blessings are available for use.

Keppira D'bear: • On all checks against Undead banes, add 1d4.

Thousand Bones: • You may bury to heal a character 1d4+1 cards.

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

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

Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.

Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.

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

Movement: Move me to Mountain 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, Moon Maiden Armor, Blackjack's Gear, Pteranodon, Cauterize, Druid of the Green Faith, Blessing of the Green Faith (2), Formian Myrmidon, Dwarf Caiman
Recharged: Elk, Call Animal, Cure, Angelstep,
Discard Pile: The Tyrant, The Unicorn,
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: 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 Not active.
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 ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] 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.

Cliff cards 6 - 8 banished. Card 9 Evidence now top card.
Base cards 1, 3, 4, 6, 9, 10, and 12 were acquired.

Random blessing #1, spell #4, and ally #2 acquired.
Aric/RR passed Blackjack's Rapier then he takes 1d4 force damage.


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

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

Turn - Hour: 5 - Hourglass Card 6 Aric/AAUGHWHY
Irori's Mastery

Hour Rules: On your blessed check, you may reroll any dice showing 1

SOT:

First reveal Staff to heal 1 card (Iomedae's Justice)
Draw #(6) Cards and recharge #(6) Cards
Draw: Create Mindscape, Blessing of the Starsong, Ice and Fire, Blessing of Osiris, Samisen of Oracular Vision, Iomedae's Justice
Recharge: Staff of Greater Healing, Staff of Greater Necromancy, Eagle Aerie, Life Drain#Core, Iomedae's Justice
Blessing of Osiris

Give Card: None
Move: Stay at Library / top card of location isn't magic
Location Powers: On your check against a spell or a Book boon, add 1d6.
Will display Create Mindscape at Library

Explore: Library Card 2: Rovagug's Destruction
Will banish Blessing of the Starsong to automatically acquire

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.

Will discard crystal ball to examine the top 3 cards of your location deck and put them back in any order and then explore.
Library Card 5: Breath of Life
Library Card 6: Brain Mold
Library Card 3: Henchman Proxy A3
Explore: Library Card 5: Breath of Life

Wisdom Check DC 13: 1d6 + 1d6 + 1d4 ⇒ (5) + (3) + (3) = 11 No Success

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.

Will discard Rodrick to draw Crystal ball and discard again to examine, reorder and possible explore
Library Card 6: Brain Mold
Library Card 3: Henchman Proxy A3
Library Card 7: Landshark TRIGGER

Encounter: Library Card 7: Landshark

Will use Life drain and ask Ukuja to recharge Green Faith Blessing and create mindscape adds d4

Arcane Check DC 21: 1d12 + 6 + 2d4 + 1d12 + 1d4 ⇒ (11) + 6 + (4, 2) + (11) + (1) = 35 Success
Will heal a card (Crystal Ball)

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.

Will go ahead and grudgingly encounter the brain mold
Location is marked with Drained and Poisoned and therefore Varian is

Will reload Radovan to use Knowledge + #.
Knowledge Check DC 10: 1d12 + 6 + 6 - 1 ⇒ (12) + 6 + 6 - 1 = 23 Auto Success

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.

Varian continues searching for the evidence

Will recharge Samisen to examine next 3 cards
Library Card 3: Henchman Proxy A3
Library Card 8: Friendly Game of Sredna
Library Card 9: Giant Form

Varian ends his turn burying Rovagug's Destruction to remove drained.

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

Varian recharges spell(s) LifeDrain and then resets his hand and then recharges a random card (Ice Chemist) due to poisoned.

Will display Radovan after Heggal's SOT

Reminder of Scenario changes:

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

The Harrow suit is Crowns.
Add 1d4 to Charisma non-combat checks.
When you play your harrow, you may draw a random ally from your discards.

When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.

"

Varian wrote:

Hand: Ice and Fire, Oparal, Blessing of Master of Masters, Fire Snake, Iomedae's Justice, Staff of Greater Healing,

Displayed: Radovan, Third Eye, Create Mindscape,
Deck: 14 Discard: 3 Buried: 1
Hero Points: 1 // Varian has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: Blessings 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: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
Other: Loot Pref: Sp6

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: Blessing of the Gods, Magnetic Grimoire, Blessing of Osiris, Staff of Greater Necromancy, Crystal Ball, Volcanic Storm, Salvator Scream, Eagle Aerie, Staff of Dark Flame, The Cricket, Life Drain#Core
Recharged: Samisen of Oracular Vision, Life Drain, Ice Chemist,
Discard Pile:The Marriage, i1Zellara's Harrow Deck, Rodrick,
Buried Pile:Rovagug's Destruction,

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) +2 (Salvator x2)
Notes for Aric: receive Blackjack rapier and 4 force damage
Notes for Ukuja: Green Faith recharged for Varian
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal - Location #2: Castle 4-11 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja, Aric - Location #4: Cliff 9-11 remain // 9=Evidence
Location #5: Mountain 1-11 remain // 1=Cursed Statue
"Varian - Location #6: Library 3,8-11 remain // 3=Henchman, 8: Friendly Game of Sredna
Library Card 9: Giant Form
"
Location #7: Base 2,5,7,8,11, 13,14,15 remain // 2. Marcus Endrin, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 11. Krojun Eats-what-he-kills


Deck Handler Desired upgrades meh

Recharged Shadowcat instead of BotGF as the cat is more narrow.


During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    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 would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.

  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.

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

    Additional Rules: =
    THREAT LIST:

  • Danger: Red Mantis Assassin
  • Villain: None
  • Non-Closing Henchmen: Togomor
  • Closing Henchmen: Kayltanya, Ileosa's Furies-Proxy A
  • Extra Non-Closing Henchmen: Evidence-Proxy B

    Scenario Level (#): 6

    Turn: 6, Heggal/kuey

    Random Cards:

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

    Spoiler:
    Meladaemon
    CotCT
    Monster 6
    Traits:
    Fiend
    Outsider
    To Defeat:
    Combat 24
    Immune to Acid and Poison.
    Resistant to Cold, Electricity, and Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
    If undefeated, suffer the scourge Plagued.

    Barriers
    Spoiler:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

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

    Spoiler:
    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.

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

    Spoiler:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+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:
    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.

    Spells
    Spoiler:
    Repulsion
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    Display. While displayed:
    * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
    * At the end of the turn, banish.

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


    Spoiler:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 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:
    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:
    Safe Haven
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 13
    Display to move yourself together with any number of local characters, ignoring any movement restrictions.
    You may not use this power during an encounter. While displayed:
    * At the end of your turn, banish, and any number of local characters may move together.

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


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

    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    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.

    Items
    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:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury this card.

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

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

    Spoiler:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.

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

    Spoiler:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    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:
    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:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

    Blessings
    Spoiler:
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

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

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

    Current Hour:

    The Midwife:
    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.

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Aric/AAUGHWHY
    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 2 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Ukuja/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 3 Varian/Zalarian:
    Spoiler:
    Hourglass Card 3 Varian/Zalarian
    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 4 Heggal/kuey:
    Spoiler:
    Hourglass Card 4 Heggal/kuey
    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.
    Hourglass Card 5 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Aric/AAUGHWHY
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Ukuja/Bigguyinblack
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 7 Varian/Zalarian:
    Spoiler:
    Hourglass Card 7 Varian/Zalarian
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 8 Heggal/kuey:
    Spoiler:
    Hourglass Card 8 Heggal/kuey
    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 9 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 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 10 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Ukuja/Bigguyinblack
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 11 Varian/Zalarian:
    Spoiler:
    Hourglass Card 11 Varian/Zalarian
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Heggal/kuey:
    Spoiler:
    Hourglass Card 12 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 13 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Aric/AAUGHWHY
    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 14 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Ukuja/Bigguyinblack
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 15 Varian/Zalarian:
    Spoiler:
    Hourglass Card 15 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 16 Heggal/kuey:
    Spoiler:
    Hourglass Card 16 Heggal/kuey
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 17 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 Aric/AAUGHWHY
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 18 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Ukuja/Bigguyinblack
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 19 Varian/Zalarian:
    Spoiler:
    Hourglass Card 19 Varian/Zalarian
    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.
    Hourglass Card 20 Heggal/kuey:
    Spoiler:
    Hourglass Card 20 Heggal/kuey
    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 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 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 22 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Ukuja/Bigguyinblack
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 1 Ba: 1 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Arsenal Card 1 (Horrorbane Heavy Pick):
    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.
    Arsenal Card 2:
    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.
    Arsenal Card 3:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Arsenal Card 4:
    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.
    Arsenal Card 5:
    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.
    Arsenal Card 6:
    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.
    Arsenal Card 7:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Arsenal 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.
    Arsenal Card 9:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Arsenal Card 10:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.
    Arsenal Card 11:
    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.

    Location #2: 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: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Heggal/kuey, None
    Castle Card 1:
    Kazavon's Shield
    CotCT
    Armor 6
    Traits:
    Loot
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Castle Card 2:
    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.
    Castle Card 3:
    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.
    Castle Card 4:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Castle Card 5:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Castle Card 6:
    Togomor
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Bloatmage
    Human
    To Defeat:
    Combat 20
    OR Arcane 10
    Before acting, summon and encounter the story bane Diabolical Imp, then each character must succeed at a Dexterity or Acrobatics 13 check or bury a random card and suffer 1d4 Electricity damage.
    If defeated by less than 5, or if undefeated, suffer 1d4 Cold damage and shuffle Togomor into a random location.
    Castle Card 7:
    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.

    Castle Card 8:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

    Location #3: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: None
    Cell Card 1 (The Twin):
    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.
    Cell 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.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Cell Card 8:
    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.
    Cell Card 9:
    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.
    Cell Card 10:
    Hippogriff
    CotCT
    Ally 6
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 16
    On a local combat check, recharge to add 2d4.
    Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
    Cell Card 11:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Location #4: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
    Cliff Card 1 (Henchman Proxy B4):
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Cliff Card 2:
    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.
    Cliff Card 3:
    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.

    Location #5: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Mountain Card 1 (Cursed Statue):
    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.
    Mountain 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.
    Mountain Card 3:
    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.
    Mountain Card 4:
    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.
    Mountain Card 5:
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Mountain Card 6:
    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.
    Mountain Card 7:
    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.
    Mountain Card 8:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
    Mountain Card 9:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
    Mountain Card 10:
    Immortal Ichor
    CotCT
    Monster 6
    Traits:
    Ooze
    To Defeat:
    Combat 23
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
    Mountain Card 11:
    Kayltanya
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Assassin
    Human
    To Defeat:
    Combat 26
    Before acting, each local character suffers 1d4 Poison damage. Then succeed at a Wisdom or Perception 10 check or the difficulty to defeat is increased by 2d6.
    On the check to defeat, reroll 2 dice showing the highest values.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Varian/Zalarian, None
    Library Card 1 (Henchman Proxy A3):
    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.
    Library Card 2 (Friendly Game of Sredna):
    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.
    Library Card 3 (Giant Form):
    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.

    Library Card 4:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Library Card 5:
    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.


    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 ?: 8
    Located/Displayed Here: None
    Base Card 1 (Marcus Endrin):
    Marcus Endrin
    CotCT
    Supporter 6
    Traits:
    Human
    Ranger
    Display. While displayed:
    * You may bury to move any number of characters.
    * ? On any combat check at a non-Underground location, you may bury to add 2d8.
    What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
    Base Card 2 (Laori Vaus):
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 3 (Truthspeaker Akram):
    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 4 (Sabina Merrin):
    Sabina Merrin
    CotCT
    Supporter 6
    Traits:
    Fighter
    Human
    Display. While displayed:
    * On your checks against Gray Maiden cards, add 1d4.
    * ? When a character suffers damage, you may bury to reduce it to 0.
    Base Card 5 (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 6:
    Grandmaster Boule
    CotCT
    Supporter 6
    Traits:
    Human
    Rogue
    Display. While displayed:
    * You may bury to examine the top card of a location; if it is a boon, draw it.
    * ? On your check to acquire, you may bury a card to add 1d10.
    Base Card 7:
    Shadowcount Sial
    CotCT
    Supporter 5
    Traits:
    Human
    Summoner
    Display. While displayed:
    * When a character encounters a summoned bane, you may bury to let that character evade it.
    * ? On your checks against Outsider banes, add 1d4.
    Base Card 8:
    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.


  • deck handler

    Out of Turn Updates: Nil
    Turn Order: Varian, Heggal, Aric, Ukuja,
    Turn: Turn 6: The Midwife
    Hour Power: At the start of your turn, summon and encounter a monster.
    SOT:

    Summoned: 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.

    BYA: Suffer 2 Acid damage ==> Reveal Kazavon's Shield to reduce to 0
    Reveal Lookout for +1d4+3
    Reveal Ukwar Axe for Melee+1d8+1
    Display Sklar-Quah Thundercaller for +1d6
    Recharge Evangelist for +1d4
    Combat DC24: 1d8 + 5 + 1d8 + 1 + 1d4 + 3 + 1d6 + 1d4 ⇒ (3) + 5 + (7) + 1 + (2) + 3 + (4) + (4) = 29 ==> Defeated

    Give Card: Nil
    Move: Stay at #2: Castle
    Explore:
    #!: Kazavon's Shield ==> replace with random armor

    #1: 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.

    Reveal Lookout for +1d4+3
    Divine DC13: 1d8 + 4 + 1d4 + 3 ⇒ (4) + 4 + (4) + 3 = 15 ==> Acquired
    Display Mantle of Life

    Discard Jasan Adriel to explore again.

    #2: 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.

    Reveal Lookout for +1d4+3
    Divine DC11: 1d8 + 4 + 1d4 + 3 ⇒ (5) + 4 + (2) + 3 = 14 ==> Acquired

    Recharge Dust of Revealing to examine location ==> #3: Obsession of Servitude, and encounter

    #3: 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 Lookout for +1d4+3
    Discard Blessing of Abadar to bless 2x
    Wisdom DC11: 1d8 + 2 + 1d4 + 3 + 2d8 ⇒ (3) + 2 + (1) + 3 + (2, 7) = 18 ==> Defeated

    End Turn:
    Recharge Sklar-Quah Thundercaller.
    Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Ukwar Axe, Kazavon's Shield, Lookout, Righteousness, Blessing of Shizuru, Burst of Glory, Lyrune-Quah Truthspeaker,

    Displayed: Mantle of Life,
    Deck: 12 Discard: 4 Buried: 0
    Current Location: #2: Castle
    Hero Points: 1
    Tier.XP : 6.1
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Lookout: +1d6 Perception
    Lyrune-Quah Truthspeaker: local Wis or Div check +1d6
    Movement: If current location closes: #1: Arsenal

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Angradd, Chain Mail (Core), Blessing of Cayden Cailean, Ruan Mirukova, Ring of Stony Flesh, Grayflame Mace +2, Lyrune-Quah Moon Maiden, Vengeful Storm
    Recharged: Grappler's Mask, Evangelist, Dust of Revealing, Sklar-Quah Thundercaller,
    Discard Pile: Flaming Longsword +3, The Theater, Jasan Adriel, Blessing of Abadar,
    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) +2 (Salvator x2)
    Notes for Aric: receive Blackjack rapier and 4 force damage
    Notes for Ukuja: Green Faith recharged for Varian
    Random Card(s) Used: Monster 1, Armor 1
    Additional Info 1: if close, check for evidence
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
    Heggal - Location #2: Castle 4-8 remain
    Location #3: Cell 1-11 remain // 1=The Twin
    Ukuja, Aric - Location #4: Cliff 1-3 remain // 1=Evidence
    Location #5: Mountain 1-11 remain // 1=Cursed Statue
    "Varian - Location #6: Library 1-5 remain // 1=Henchman, 2=Friendly Game of Sredna
    Library Card, 3=Giant Form
    "
    Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills


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

    On Ukuja's turn, receive Blackjack's Rapier and take 1d4 force damage

    Force Damage: 1d4 ⇒ 4 Bury Glamered Leather Armor to reduce damage to 0

    Hour is Cayden Cailean's Revelry:On your check, you may discard a card to reroll 1 die showing 1 or 2. (great for the cliff!)

    Start of turn, switch to TRR. Exchange Mask of TRR with Blessing of the Vaultmaster in kit

    Stay at Cliff. End of move step, reveal Fortune Teller, choosing Bane. Examine and encounter Evidence. Trigger effect adds 1d8. Discard Blessing of the Vaultmaster to add 2 dice. Reveal Evangelist for +1

    Perception 16: 4d8 + 4 ⇒ (8, 5, 6, 2) + 4 = 25 Display next to the scenario

    From his vantage point on the cliff, The Red Raven can make out some suspicious activity in the woods just outside the city. What is that?

    Still end of move step, use power to examine top card of location: Sayona. Encounter it. Reveal Serithtial for Acrobatics+1d12+4. Reveal Evangelist for +1

    Combat 21: 1d10 + 1d12 + 2d4 + 11 ⇒ (2) + (10) + (1, 2) + 11 = 26 Still 21 with Cliff effect. I have more cards in hand than hand size, so After the Roll effect doesn't happen

    His hypothesizing is cut short when he's approached by a young woman, but something seems off: tears of blood continually trickle over her face. Before long, the Card 2: Sayona drops her living guise and attacks! With just a few slashes, The Red Raven ends her fiendish fate. Was this another one of Ileosa's deeds?

    Taking free explore. Card 3: Banudor. Banish it. Location is empty: attempt close. Reveal Evangelist for +2

    Acrobatics 12: 1d10 + 1d4 + 7 ⇒ (2) + (3) + 7 = 12 Discard Ring of Immolation to reroll the d10
    Acrobatics 12: 1d10 + 10 ⇒ (9) + 10 = 19

    The Red Raven makes a note of the suspicious forest activity and moves to do more investigation at the Castle. Ukuja moves to Mountain. I move to Castle

    End of turn, examine top card of castle: Commander's Falchion. On examine, switch to Aric. Exchange Blackjack's Rapier with Mask of TRR in kit[/ooc]

    Aric wrote:

    Hand: Fortune Teller, The Lost Harrows, Ausio Carowyn, Evangelist, Serithtial, Mask of the Red Raven, Blessing of Zon-Kuthon,

    Displayed: Cockroach Coat, Red War Paint,
    Kit: The Courtesan, Dandy Brute, Blackjack's Rapier,
    Deck: 10 Discard: 4 Buried: 1
    "NOTES:
    Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

    Evangelist: Recharge for +1d4 to local check

    "

    Display The Lost Harrows to gain a skill equal to 1d12+3. I don't actually know what to take... I think we're missing Craft, Disable, and Fortitude, but would those actually super useful? Any Ideas?

    "

    Aric wrote:

    Hand: Fortune Teller, Ausio Carowyn, Evangelist, Serithtial, Mask of the Red Raven, Blessing of Zon-Kuthon,

    Displayed: Cockroach Coat, Red War Paint, The Lost Harrows,
    Kit: The Courtesan, Dandy Brute, Blackjack's Rapier,
    Deck: 10 Discard: 4 Buried: 1
    NOTES:
    Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

    Evangelist: Recharge for +1d4 to local check
    Ausio: Bury for +2d12 to local check to acquire

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Bastet, Clockwork Spy, Captain's Cutlass (Finesse), Shadowless Sword (Finesse), Dreamstalker
    Recharged: Vampiric Backsword +3 (Finesse), Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask,
    Discard Pile: Blessing of the Ancients, Psychic Detective, Blessing of The Vaultmaster, Ring of Immolation,
    Buried Pile: Glamered Leather Armor,

    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 ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
    [ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) +2 (Salvator x2)
    Notes for Ukuja: Green Faith recharged for Varian
    Random Card(s) Used: Monster 1, Armor 1
    Additional Info 1: if close, check for evidence
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
    Heggal, Aric - Location #2: Castle 4-8 remain // 4=Commander's Falchion
    Location #3: Cell 1-11 remain // 1=The Twin

    Ukuja - Location #5: Mountain 1-11 remain // 1=Cursed Statue
    "Varian - Location #6: Library 1-5 remain // 1=Henchman, 2=Friendly Game of Sredna
    Library Card, 3=Giant Form
    "
    Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills


    Deck Handler Desired upgrades meh

    Benefaction: When this is the hour: No effect.

    Location effect survival 4 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (10) + 9 = 19

    Mountain Card 1 (Cursed Statue): 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.

    perception 10 revealing Headband of Inspired Wisdom: 1d10 + 8 ⇒ (6) + 8 = 14

    Discard Fire Gecko to explore.

    Mountain 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.

    Cast Dominate to evade. Search location for a boon and draw it: Shoanti Barbarian Hide. Display it. Discard Guide to explore.

    random card ignoring 4: 1d10 + 1 ⇒ (3) + 1 = 4

    random card ignoring 4: 1d10 + 1 ⇒ (6) + 1 = 7

    Mountain Card 7: 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.

    BYA survival 3 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (1) + 9 = 10
    survival 6 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (9) + 9 = 18

    Discard Blessing of Milani to explore.

    random card ignoring 4 and 7: 1d10 + 1 ⇒ (5) + 1 = 6

    Mountain Card 6: 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.

    dexterity 4 +6: 1d10 + 1 ⇒ (1) + 1 = 2

    Ukuja ends their turn. Fire Gecko is recharged from discard.

    Ukuja attempts to recover all cards in their Recovery pile.
    Dominate: Divine 15: 1d10 + 7 ⇒ (7) + 7 = 14 -> Dominate discarded.

    Ukuja resets their hand.

    Ukuja wrote:

    Hand: Wendifisa Spear, Headband of Inspired Wisdom, Druid of the Green Faith, Blessing of the Green Faith (1), Cauterize, Pteranodon, Blessing of Abadar, Blessing of the Green Faith (2), Returning Totem Spear,

    Displayed: Leryn (Hunter Class Deck), Python, Keppira D'bear, Thousand Bones, Trinia Sabor, Shoanti Barbarian Hide,
    "Current Location: Mountain
    Kit: Stone Axe +1, Aspect of the Bull, Huntsman's Greatsword +2, "
    Deck: 10 Discard: 5 Buried: 0
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Keppira D'bear: • On all checks against Undead banes, add 1d4.

    Thousand Bones: • You may bury to heal a character 1d4+1 cards.

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dwarf Caiman, Blackjack's Gear, Formian Myrmidon, Moon Maiden Armor
    Recharged: Elk, Call Animal, Cure, Angelstep, Shadowcat, Fire Gecko,
    Discard Pile: The Tyrant, The Unicorn, Guide, Blessing of Milani, Dominate,
    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: 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 Not active.
    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 ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] 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.

    Mountain cards 1, 6, and 7 banished. Card 4 acquired. The rest are known but not the order.

    Cauterize targeting self at the start of Varian's turn then discard Returning Totem Spear: 1d4 + 1 ⇒ (1) + 1 = 2

    Ukuja attempts to recover all cards in their Recovery pile.
    Cauterize: Divine 11: 1d10 + 7 ⇒ (2) + 7 = 9 -> Cauterize discarded.


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

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

    Turn - Hour: 9 - Hourglass Card 3 Varian/Zalarian The Hidden Truth
    Hour Rules: The first time you examine cards this turn, heal 1d4-1 cards.

    SOT:
    Reveal Staff of greater healing and remove poisoned scourge

    Draw #(6) Cards and recharge #(6) Cards
    Draw: Life Drain#Core, Staff of Dark Flame, Blessing of the Gods, Staff of Greater Necromancy, Blessing of Osiris, Salvator Scream
    Recharge: Staff of Greater Healing, Ice and Fire, Iomedae's Justice, Staff of Greater Necromancy, Staff of Dark Flame, Blessing of Osiris

    Will discard Salvator to look at next hour and put in hand (Hourglass Card 4 Heggal/kuey The Cyclone)

    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.

    Will recharge Oparel to shuffle a random ally into deck
    Rodrick or Salvator: 1d2 ⇒ 1 Rodrick
    Give Card: None
    Move: Stay at Library
    Use third eye to examine henchman, hour heals on first examine
    Cards Healed: 1d4 - 1 ⇒ (1) - 1 = 0 No cards healed
    Location Powers: On your check against a spell or a Book boon, add 1d6.

    Free Explore: Library Card 1 (Henchman Proxy A3) - Ileosa's Fury

    Will use firesnake for BYA and create mindscape adds 1d4
    Arcane Check DC 11: 1d12 + 6 + 1d4 + 1 ⇒ (8) + 6 + (1) + 1 = 16 Success

    Will discard Blessing of the Master of Masters to add 2 dice and create mindscape
    Arcane Check DC 24: 1d12 + 6 + 2d4 + 2d12 + 1d4 ⇒ (3) + 6 + (2, 3) + (5, 9) + (1) = 29 Success

    Force Damage AYA: 1d4 ⇒ 4 Will reload Radovan to reduce by 3 and discard The Cyclone for 4th

    Ileosa's Fury (Proxy A):
    Ileosa's Fury (Proxy A)
    Story Bane Monster 6

    Traits:
    Outsider
    Devil
    Check:
    Combat
    24
    Powers:
    Immune to Fire and Poison. Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
    After acting, each local character suffers 1d4 Force damage.


    Life Drain Heals 1 card (The Cyclone)

    Attempt to close with create mindscape
    Knowledge Check DC 5+6=11: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 Success; not closed due to scenario, will choose to shuffle and put evidence on top

    Will discard recharge blessing of the gods to copy hour and to examine next card and explore (Hand is empty so unable to explore afterward) - Library Card 4: Henchman Proxy B2 TRIGGER
    d8 is added since examined and will have Ukuja recharge a blessing of the Green Faith

    Knowledge Check DC 10+6+1d8: 1d12 + 6 + 1d8 + 1d12 ⇒ (5) + 6 + (2) + (3) = 16 Success- card id displayed

    Evidence:
    Evidence
    Story Bane Barrier 1

    Traits
    Task
    Trigger

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.


    Varian ends his turn.

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

    Varian recharges spell(s) Fire Snake, Life Drain#Core and then resets his hand.

    Drew back Radovan into hand..will display after Heggal's SOT

    Reminder of Scenario changes:

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

    The Harrow suit is Crowns.
    Add 1d4 to Charisma non-combat checks.
    When you play your harrow, you may draw a random ally from your discards.

    When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
    When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.

    "

    Varian wrote:

    Hand: Staff of Dark Flame, Ice and Fire, Volcanic Storm, Rodrick, The Cyclone, The Cricket, Staff of Greater Healing,

    Displayed: Third Eye, Create Mindscape, Radovan,
    Deck: 13 Discard: 4 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).
    Movement: Order for my movement: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
    Other: Loot Pref: Sp6

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Ice Chemist, Blessing of Osiris, Staff of Greater Necromancy, Life Drain, Eagle Aerie, Magnetic Grimoire, Crystal Ball, Oparal, Iomedae's Justice, Samisen of Oracular Vision
    Recharged: Blessing of the Gods, Fire Snake, Life Drain#Core,
    Discard Pile:The Marriage, i1Zellara's Harrow Deck, Blessing of Master of Masters, Salvator Scream,
    Buried Pile:Rovagug's Destruction,

    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) + 1 (Salvator)
    Notes for Ukuja: Blessing of green faith used by Varian
    Random Card(s) Used: Monster 1, Armor 1
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
    Heggal, Aric - Location #2: Castle 4-8 remain // 4=Commander's Falchion
    Location #3: Cell 1-11 remain // 1=The Twin

    Ukuja - Location #5: Mountain 2,3,5,8,9,10,11 remain // 2=Ash Giant Zombie3=Haunt,5=Evidence,8=Palace Patrols,9=Ashbringer, 10=Immortal Ichor, 11=Kayltanya (Henchman)
    "Varian - Location #6: Library (Random 2,3,5) remain // 2=Friendly Game of Sredna
    Library Card, 3=Giant Form, 5=Quickened Ray
    "
    Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Varian, Heggal, Aric, Ukuja,
    Turn: Turn 10: Aric's Shelyn's Song
    Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    SOT:
    BYA:
    Give Card: Nil
    Move: Stay at #2: Castle
    Explore:

    #4: Commander's Falchion:

    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Reveal Lookout for +1d4+3
    Recharge Blessing of Shizuru to bless (due to blessing discard power)
    Charisma DC15: 1d10 + 1d4 + 3 + 1d10 ⇒ (9) + (2) + 3 + (2) = 16 ==> Acquired

    Discard Lyrune-Quah Truthspeaker to explore again.

    #5: Ash Giant:

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

    Reveal Lookout for +1d4+3
    Reveal Ukwar Axe for Melee+1d8+1; recharge Righteousness for +1d8
    Combat DC22: 1d8 + 5 + 1d8 + 1 + 1d8 + 1d4 + 3 ⇒ (3) + 5 + (5) + 1 + (1) + (3) + 3 = 21
    Recharge Kazavon's Shield to reroll last 1d8
    Combat DC22: 3 + 5 + 5 + 1 + 1d8 + 3 + 3 ⇒ 3 + 5 + 5 + 1 + (3) + 3 + 3 = 23 ==> Defeated

    End Turn: Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Ukwar Axe, Commander's Falchion, Burst of Glory, Lookout, Blessing of Angradd, Vengeful Storm, Grayflame Mace +2,

    Displayed: Mantle of Life,
    Deck: 12 Discard: 5 Buried: 0
    Current Location: #2: Castle
    Hero Points: 1
    Tier.XP : 6.1
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Lookout: +1d6 Perception
    Burst of Glory: +1d6 local vs bane
    Movement: If current location closes: #1: Arsenal

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ruan Mirukova, Chain Mail (Core), Lyrune-Quah Moon Maiden, Ring of Stony Flesh, Blessing of Cayden Cailean
    Recharged: Grappler's Mask, Evangelist, Dust of Revealing, Sklar-Quah Thundercaller, Blessing of Shizuru, Righteousness, Kazavon's Shield,
    Discard Pile: Flaming Longsword +3, The Theater, Jasan Adriel, Blessing of Abadar, 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 Ukuja: Blessing of green faith used by Varian
    Random Card(s) Used: Monster 1, Armor 1
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
    Heggal, Aric - Location #2: Castle 6-8 remain
    Location #3: Cell 1-11 remain // 1=The Twin

    Ukuja - Location #5: Mountain 2,3,5,8,9,10,11 remain // 2=Ash Giant Zombie3=Haunt,5=Evidence,8=Palace Patrols,9=Ashbringer, 10=Immortal Ichor, 11=Kayltanya (Henchman)
    "Varian - Location #6: Library (Random 2,3,5) remain // 2=Friendly Game of Sredna
    Library Card, 3=Giant Form, 5=Quickened Ray
    "
    Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills


    Shoanti Barbarian Hide has been shuffled back into the Mountain, as the Dominate spell was an illegal play. No other changes have been made.

    A reminder to Heggal that the current Adventure adds +1d4 to Charisma noncombat checks.
    A reminder to Varian that, if he chooses, Radovan can reduce damage by a full 6 points.

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

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    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 would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.

  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.

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

    Additional Rules: =
    THREAT LIST:

  • Danger: Red Mantis Assassin
  • Villain: None
  • Non-Closing Henchmen: Togomor
  • Closing Henchmen: Kayltanya, Ileosa's Furies-Proxy A
  • Extra Non-Closing Henchmen: Evidence-Proxy B

    Evidences Displayed: 2

    Scenario Level (#): 6

    Turn: 11, Aric/AAUGHWHY

    Random Cards:

    Monsters
    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:
    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:
    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:
    Scarlet Walker
    CotCT
    Monster 6
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 27
    OR Arcane
    Divine 14
    Immune to Acid, Cold, and Poison.
    Resistant to Attack.
    Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.

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

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

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

    Spoiler:
    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:
    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:
    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.

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

    Spoiler:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

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

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

    Spoiler:
    Serithtial
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Finesse
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 19
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.

    Spells
    Spoiler:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 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:
    Repulsion
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    Display. While displayed:
    * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
    * At the end of the turn, banish.

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


    Spoiler:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 16
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.


    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.


    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:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

    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:
    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.

    Items
    Spoiler:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.

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

    Spoiler:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

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

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


    Allies
    Spoiler:
    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:
    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.

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

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

    Spoiler:
    The 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.

    Hour Power: At the start of your check, the difficulty is increased by the number of allies in your hand.

    Current Hour:

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

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 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 2 Varian/Zalarian:
    Spoiler:
    Hourglass Card 2 Varian/Zalarian
    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 3 Heggal/kuey:
    Spoiler:
    Hourglass Card 3 Heggal/kuey
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Aric/AAUGHWHY
    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 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Ukuja/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 6 Varian/Zalarian:
    Spoiler:
    Hourglass Card 6 Varian/Zalarian
    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 7 Heggal/kuey:
    Spoiler:
    Hourglass Card 7 Heggal/kuey
    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 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Aric/AAUGHWHY
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    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
    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 11 Heggal/kuey:
    Spoiler:
    Hourglass Card 11 Heggal/kuey
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 12 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 Aric/AAUGHWHY
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 13 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Ukuja/Bigguyinblack
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Varian/Zalarian:
    Spoiler:
    Hourglass Card 14 Varian/Zalarian
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 15 Heggal/kuey:
    Spoiler:
    Hourglass Card 15 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 16 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 Aric/AAUGHWHY
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 1 Ba: 1 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Arsenal Card 1 (Horrorbane Heavy Pick):
    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.
    Arsenal Card 2:
    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.
    Arsenal Card 3:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Arsenal Card 4:
    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.
    Arsenal Card 5:
    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.
    Arsenal Card 6:
    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.
    Arsenal Card 7:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Arsenal 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.
    Arsenal Card 9:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Arsenal Card 10:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.
    Arsenal Card 11:
    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.

    Location #2: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, None
    Castle Card 1:
    Togomor
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Bloatmage
    Human
    To Defeat:
    Combat 20
    OR Arcane 10
    Before acting, summon and encounter the story bane Diabolical Imp, then each character must succeed at a Dexterity or Acrobatics 13 check or bury a random card and suffer 1d4 Electricity damage.
    If defeated by less than 5, or if undefeated, suffer 1d4 Cold damage and shuffle Togomor into a random location.
    Castle Card 2:
    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.

    Castle Card 3:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

    Location #3: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: None
    Cell Card 1 (The Twin):
    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.
    Cell 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.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Cell Card 8:
    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.
    Cell Card 9:
    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.
    Cell Card 10:
    Hippogriff
    CotCT
    Ally 6
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 16
    On a local combat check, recharge to add 2d4.
    Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
    Cell Card 11:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Location #5: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    Mountain Card 1:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
    Mountain 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.
    Mountain Card 3:
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Mountain Card 4:
    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.
    Mountain 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.
    Mountain Card 6:
    Immortal Ichor
    CotCT
    Monster 6
    Traits:
    Ooze
    To Defeat:
    Combat 23
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
    Mountain Card 7:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
    Mountain Card 8:
    Kayltanya
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Assassin
    Human
    To Defeat:
    Combat 26
    Before acting, each local character suffers 1d4 Poison damage. Then succeed at a Wisdom or Perception 10 check or the difficulty to defeat is increased by 2d6.
    On the check to defeat, reroll 2 dice showing the highest values.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Varian/Zalarian, None
    Library 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.
    Library Card 2:
    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.

    Library Card 3:
    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.


    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 ?: 8
    Located/Displayed Here: None
    Base Card 1 (Marcus Endrin):
    Marcus Endrin
    CotCT
    Supporter 6
    Traits:
    Human
    Ranger
    Display. While displayed:
    * You may bury to move any number of characters.
    * ? On any combat check at a non-Underground location, you may bury to add 2d8.
    What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
    Base Card 2 (Laori Vaus):
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 3 (Truthspeaker Akram):
    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 4 (Sabina Merrin):
    Sabina Merrin
    CotCT
    Supporter 6
    Traits:
    Fighter
    Human
    Display. While displayed:
    * On your checks against Gray Maiden cards, add 1d4.
    * ? When a character suffers damage, you may bury to reduce it to 0.
    Base Card 5 (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 6:
    Grandmaster Boule
    CotCT
    Supporter 6
    Traits:
    Human
    Rogue
    Display. While displayed:
    * You may bury to examine the top card of a location; if it is a boon, draw it.
    * ? On your check to acquire, you may bury a card to add 1d10.
    Base Card 7:
    Shadowcount Sial
    CotCT
    Supporter 5
    Traits:
    Human
    Summoner
    Display. While displayed:
    * When a character encounters a summoned bane, you may bury to let that character evade it.
    * ? On your checks against Outsider banes, add 1d4.
    Base Card 8:
    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.


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

    For my Lost Harrows that I displayed last turn, I'll assign them to Fortitude

    Hour is the Liar:At the start of your check, the difficulty is increased by the number of allies in your hand.

    Start of turn, switch to TRR. Exchange Ausio with The Courtesan in kit

    End of move step examine top card of Location: Togomor. Encounter it

    The Red Raven locates on of their targets: the new seneschal Togomor and his Diabolical Imp familiar. He swoops in to take them out; its gonna get messy... BA summon and encounter Diabolical Imp.

    BA Perception 6, revealing Evangelist for +1: 1d8 + 4 ⇒ (8) + 4 = 12 Reveal Serithtial for Acrobatics+1d12+2d6+4. Reveal Evangelist for+1

    Combat 12: 1d10 + 1d12 + 2d6 + 1d4 + 11 ⇒ (8) + (3) + (3, 1) + (4) + 11 = 30

    Togomor BA part 2: each character must make DEX/Acro 13 or bury a random card and suffer 1d4 Electricity Damage

    BA Acrobatics 15, revealing Evangelist: 1d10 + 1d4 + 7 ⇒ (8) + (1) + 7 = 16 Combat Togomor using the same dice as above

    Combat 22: 1d10 + 1d12 + 2d6 + 1d4 + 11 ⇒ (6) + (12) + (6, 1) + (1) + 11 = 37 Sermingnatto and monsters get shuffled into the locations

    As the bloatmage pops like a balloon, The Red Raven hears an infernal roar from somewhere in the distance. "That wasn't in the intel..."

    Still end of move step, reveal Fortune Teller choosing Bane. 1 and 4 are the new cards

    Random Card: 1d4 ⇒ 2 Landshark Whelp

    The Red Raven spots something flopping around on the ground. As he approaches, the Card 2: Landshark Whelp gets up and runs away. With the hour effect, I auto-fail the check. Discard Blessing of Zon-Kuthon to explore again

    Random Card: 1d4 ⇒ 4
    Is this the Villain? 1 is the Villain: 1d6 ⇒ 2 Random Monster 1

    The Red Raven doesn't even have the time to consider before he's accosted by a Catoblepas! Reveal Seriththial for Acrobatics+1d12+4. Reveal Evangelist for +1

    Combat 22: 1d10 + 1d12 + 1d4 + 11 ⇒ (6) + (10) + (1) + 11 = 28

    The Red Raven is incredulous at the creatures Queen Ileosa is keeping around. Sharks that walk, weird cows... There was no mention of strange animals in any of the intel.

    End of turn, examine top card of the location

    Random Card: 1d3 ⇒ 1
    Is this the Villain? 1 is the villain: 1d5 ⇒ 3 Random card 2: Banshee. Encounter it.

    BA Fortitude 12: 1d12 + 6 ⇒ (9) + 6 = 15 For the combat, Reveal Seriththial for Acrobatics+1d12+4. Reveal Evangelist for +1

    Combat 23: 1d10 + 1d12 + 1d4 + 11 ⇒ (7) + (3) + (4) + 11 = 25

    The Red Raven hears a bloodcurdling scream and moves to try and rescue its source, only to find himself falling for a Banshee's ruse! At least it wasn't a weird animal...

    On defeating a monster, switch back to Aric. Based on process of elimination, I think the final card left in Castle is the Evidence. End turn

    "

    Aric wrote:

    Hand: Fortune Teller, Clockwork Spy, The Courtesan, Evangelist, Serithtial, Mask of the Red Raven, Captain's Cutlass (Finesse),

    Displayed: Cockroach Coat, Red War Paint, The Lost Harrows,
    Kit: Ausio Carowyn, Dandy Brute, Blackjack's Rapier,
    Deck: 8 Discard: 5 Buried: 1
    NOTES:
    Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

    Evangelist: Recharge for +1d4 to local check
    Captain's Cutlass: Recharge to reduce local combat damage by 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dreamstalker, Blessing of Bastet, Shadowless Sword (Finesse)
    Recharged: Vampiric Backsword +3 (Finesse), Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask,
    Discard Pile: Blessing of the Ancients, Psychic Detective, Blessing of The Vaultmaster, Ring of Immolation, Blessing of Zon-Kuthon,
    Buried Pile: Glamered Leather Armor,

    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 ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
    [ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Notes for Ukuja: Blessing of green faith used by Varian
    Random Card(s) Used: Monsters 1-2
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Location #1: Arsenal 1-11, R (Shuffled) remain // 1=Horrorbane Heavy Pick, R=Random Monster or Villain
    Heggal, Aric - Location #2: Castle 2 remain // 2=Evidence?
    Location #3: Cell 1-11, R (Shuffled) remain // 1=The Twin, R=Random Monster or Villain

    Ukuja - Location #5: Mountain 1-8, R (Shuffled) remain // R=Random Monster or Villain
    Varian - Location #6: Library 1-3, R (Shuffled) remain // Friendly Game of Sredna, Giant Form, Quickened Ray, R=Random Monster or Villain
    Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills

    Everyone must make DEX/Acro 13 or bury a random card and suffer 1d4 Electricity Damage


    Deck Handler Desired upgrades meh

    acrobatics 13 discarding Blessing of Abadar to bless: 2d10 + 4 ⇒ (4, 4) + 4 = 12
    hero point to reroll: 2d10 + 4 ⇒ (7, 6) + 4 = 17

    Ukuja spent 1 hero point. Still have BotGF if anyone needs it for the dex check.


    deck handler

    Heggal has almost no chance of succcess so will just fail it.
    Bury random card ==> Ukwar Axe

    Electricity damage: 1d4 ⇒ 2 ==> Bury Mantle of Life to reduce to 0.

    "

    Heggal (Life of the Party) wrote:

    Hand: Commander's Falchion, Burst of Glory, Lookout, Blessing of Angradd, Vengeful Storm, Grayflame Mace +2,

    Displayed:
    Deck: 12 Discard: 5 Buried: 2
    Current Location: #2: Castle
    Hero Points: 1
    Tier.XP : 6.1
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Lookout: +1d6 Perception
    Burst of Glory: +1d6 local vs bane
    Movement: If current location closes: #1: Arsenal

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Lyrune-Quah Moon Maiden, Ring of Stony Flesh, Ruan Mirukova, Chain Mail (Core)
    Recharged: Grappler's Mask, Evangelist, Dust of Revealing, Sklar-Quah Thundercaller, Blessing of Shizuru, Righteousness, Kazavon's Shield,
    Discard Pile: Flaming Longsword +3, The Theater, Jasan Adriel, Blessing of Abadar, Lyrune-Quah Truthspeaker,
    Buried Pile: Ukwar Axe, Mantle of Life,

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

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

    "


    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    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 would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.

  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.

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

    Additional Rules: =
    THREAT LIST:

  • Danger: Red Mantis Assassin
  • Villain: None
  • Non-Closing Henchmen: Togomor
  • Closing Henchmen: Kayltanya, Ileosa's Furies-Proxy A
  • Extra Non-Closing Henchmen: Evidence-Proxy B

    Evidences Displayed: 2

    Scenario Level (#): 6

    Turn: 12, Ukuja/Bigguyinblack

    Random Cards:

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

    Spoiler:
    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:
    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:
    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:
    Meladaemon
    CotCT
    Monster 6
    Traits:
    Fiend
    Outsider
    To Defeat:
    Combat 24
    Immune to Acid and Poison.
    Resistant to Cold, Electricity, and Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
    If undefeated, suffer the scourge Plagued.

    Barriers
    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:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

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

    Spoiler:
    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.

    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:
    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:
    Dancing Dagger
    CotCT
    Weapon 6
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 17
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
    On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

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

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

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

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


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

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


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

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


    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:
    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.


    Armors
    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * On your combat or Diplomacy check, you may discard to add 1d10.

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

    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:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

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

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


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

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

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

    Spoiler:
    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.

    Spoiler:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

    Blessings
    Spoiler:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Varian/Zalarian:
    Spoiler:
    Hourglass Card 1 Varian/Zalarian
    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 Heggal/kuey:
    Spoiler:
    Hourglass Card 2 Heggal/kuey
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Aric/AAUGHWHY
    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 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Ukuja/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 5 Varian/Zalarian:
    Spoiler:
    Hourglass Card 5 Varian/Zalarian
    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 6 Heggal/kuey:
    Spoiler:
    Hourglass Card 6 Heggal/kuey
    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 7 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 7 Aric/AAUGHWHY
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 8 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 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 9 Varian/Zalarian:
    Spoiler:
    Hourglass Card 9 Varian/Zalarian
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 10 Heggal/kuey:
    Spoiler:
    Hourglass Card 10 Heggal/kuey
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 11 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 11 Aric/AAUGHWHY
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 12 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Ukuja/Bigguyinblack
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 13 Varian/Zalarian:
    Spoiler:
    Hourglass Card 13 Varian/Zalarian
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 14 Heggal/kuey:
    Spoiler:
    Hourglass Card 14 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 15 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Aric/AAUGHWHY
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 1 Ba: 1 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: None

    Arsenal Card 1:
    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.
    Arsenal Card 2:
    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.
    Arsenal Card 3:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Arsenal Card 4:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Arsenal Card 5:
    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.
    Arsenal Card 6:
    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.
    Arsenal Card 7:
    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.
    Arsenal Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Arsenal Card 9:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.
    Arsenal 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.
    Arsenal Card 11:
    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.
    Arsenal Card 12:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

    Location #2: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, None
    Castle Card 1:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

    Location #3: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 3
    Located/Displayed Here: None
    Cell Card 1:
    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.
    Cell Card 2:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Cell 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.
    Cell Card 4:
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    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.
    Cell Card 8:
    Hippogriff
    CotCT
    Ally 6
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 16
    On a local combat check, recharge to add 2d4.
    Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
    Cell Card 9:
    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.
    Cell Card 10:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.
    Cell Card 11:
    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.
    Cell Card 12:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Location #5: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    Mountain Card 1:
    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.
    Mountain Card 2:
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Mountain Card 3:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
    Mountain Card 4:
    Immortal Ichor
    CotCT
    Monster 6
    Traits:
    Ooze
    To Defeat:
    Combat 23
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
    Mountain Card 5:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
    Mountain Card 6:
    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.
    Mountain Card 7:
    Kayltanya
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Assassin
    Human
    To Defeat:
    Combat 26
    Before acting, each local character suffers 1d4 Poison damage. Then succeed at a Wisdom or Perception 10 check or the difficulty to defeat is increased by 2d6.
    On the check to defeat, reroll 2 dice showing the highest values.
    Mountain Card 8:
    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.

    Mountain Card 9:
    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.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Varian/Zalarian, None
    Library 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.
    Library Card 2:
    Sermignatto
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 28
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, each local character must attempt a Wisdom 13 check.
    For each character that fails, a random local character suffers an amount of Combat damage equal to the number of weapons and Attack cards in the failing character's hand.
    Library Card 3:
    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.

    Library Card 4:
    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.


    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 ?: 8
    Located/Displayed Here: None
    Base Card 1 (Marcus Endrin):
    Marcus Endrin
    CotCT
    Supporter 6
    Traits:
    Human
    Ranger
    Display. While displayed:
    * You may bury to move any number of characters.
    * ? On any combat check at a non-Underground location, you may bury to add 2d8.
    What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
    Base Card 2 (Laori Vaus):
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 3 (Truthspeaker Akram):
    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 4 (Sabina Merrin):
    Sabina Merrin
    CotCT
    Supporter 6
    Traits:
    Fighter
    Human
    Display. While displayed:
    * On your checks against Gray Maiden cards, add 1d4.
    * ? When a character suffers damage, you may bury to reduce it to 0.
    Base Card 5 (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 6:
    Grandmaster Boule
    CotCT
    Supporter 6
    Traits:
    Human
    Rogue
    Display. While displayed:
    * You may bury to examine the top card of a location; if it is a boon, draw it.
    * ? On your check to acquire, you may bury a card to add 1d10.
    Base Card 7:
    Shadowcount Sial
    CotCT
    Supporter 5
    Traits:
    Human
    Summoner
    Display. While displayed:
    * When a character encounters a summoned bane, you may bury to let that character evade it.
    * ? On your checks against Outsider banes, add 1d4.
    Base Card 8:
    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.


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

    For the dex/acro check, I will go ahead and bury random card from hand(Ice and Fire) and take 1d4 damage

    Random Roll: 1d4 ⇒ 4 Will shuffle Radovan into deck to reduce damage to 0

    "

    Varian wrote:

    Hand: Staff of Dark Flame, Volcanic Storm, Rodrick, The Cyclone, The Cricket, Staff of Greater Healing,

    Displayed: Third Eye, Create Mindscape,
    Deck: 14 Discard: 4 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: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
    Other: Loot Pref: Sp6

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Eagle Aerie, Ice Chemist, Radovan, Iomedae's Justice, Crystal Ball, Samisen of Oracular Vision, Life Drain, Blessing of Osiris, Oparal, Magnetic Grimoire, Staff of Greater Necromancy
    Recharged: Blessing of the Gods, Fire Snake, Life Drain#Core,
    Discard Pile:The Marriage, i1Zellara's Harrow Deck, Blessing of Master of Masters, Salvator Scream,
    Buried Pile:Rovagug's Destruction, Ice and Fire,

    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]

    "


    Deck Handler Desired upgrades meh

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

    survival 4 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (4) + 9 = 13

    Leryn will examine Mountain Card 1: Haunt. Trigger Ukuja is Frightened.

    Ukuja will move to Base.

    Draw 1. Marcus Endrin, 2. Laori Vaus, 3. Truthspeaker Akram, 4. Sabina Merrin, 5. Krojun Eats-what-he-kills, 6. Grandmaster Boule. Keep and display Truthspeaker Akram. Banish Frightened.

    bury Thousand Bones to heal: 1d4 + 1 ⇒ (4) + 1 = 5

    Ukuja rides his Pteranodon to Mountain.

    Mountain Card 1: 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.

    divine 6 + 6 revealing Headband of Inspired Wisdom, aided by Keppira D'bear: 1d10 + 1d4 + 8 ⇒ (2) + (1) + 8 = 11
    folio reroll d10: 1d10 ⇒ 4

    13 succeeds. Discard Druid of the Green Faith to draw Pteranodon and explore.

    Mountain Card 2: Henchman Proxy B6 Evidence:

    Evidence
    Story Bane Barrier 1

    Traits
    Task
    Trigger

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    perception 10 +6 revealing Headband of Inspired Wisdom, Heggal reveals Lookout: 1d10 + 1d6 + 8 ⇒ (1) + (2) + 8 = 11

    bury Truthspeaker Akram to reroll: 1d10 + 1d6 + 8 ⇒ (2) + (4) + 8 = 14
    Hero Point to reroll: 1d10 + 1d6 + 8 ⇒ (6) + (5) + 8 = 19

    Evidence is displayed next to scenario. Discard Pteranodon to move to Arsenal and explore.

    Arsenal Card 1: Random Weapon # 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.

    ranged 13 aided by hour: 1d10 + 1d6 + 3 ⇒ (7) + (5) + 3 = 15

    Deathbane Sling is acquired and buried. Recharge Pteranodon from discard at end of turn.

    Ukuja wrote:

    Hand: Wendifisa Spear, Headband of Inspired Wisdom, Blackjack's Gear, Blessing of Abadar, Fire Gecko, Returning Totem Spear, Blessing of the Green Faith (2), Dwarf Caiman, Shadowcat,

    Displayed: Leryn (Hunter Class Deck), Python, Keppira D'bear, Trinia Sabor,
    "Current Location: Arsenal
    Kit: Stone Axe +1, Aspect of the Bull, Huntsman's Greatsword +2, "
    Deck: 13 Discard: 2 Buried: 0
    "NOTES:
    Available Support: Folio reroll: used

    Blessings are available for use.

    Keppira D'bear: • On all checks against Undead banes, add 1d4.

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

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

    Blessing of Abadar: +2 dice vs barriers.

    Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.

    Returning Totem Spear: On a local combat check reload to add 1d8.
    Movement: Move me to Cell 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): The Unicorn, Formian Myrmidon, Call Animal, Cauterize, Blessing of Milani, Cure, Elk, Moon Maiden Armor, Guide, Dominate, Angelstep
    Recharged: Blessing of the Green Faith (1), Pteranodon,
    Discard Pile: The Tyrant, Druid of the Green Faith,
    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: 2
    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 Not active.
    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 ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] 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.

    Mountain card 1 banished. Card 2 Evidence displayed next to scenario.
    Base card 3 acquired.
    Arsenal card 1/Random weapon #1 acquired and buried.

    Ukuja spent a Hero Point.


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

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

    Turn - Hour: 13 - Hourglass Card 1 Varian/Zalarian The Brass Dwarf
    Hour Rules: The first time you discard cards as damage this turn, recharge 1 of them instead.

    SOT:

    Reveal staff of greater healing and heal a card (Zellara's deck)
    Draw #(6) Cards and recharge #(6) Cards
    Draw: Ice Chemist, Blessing of Osiris, Fire Snake, Iomedae's Justice
    Samisen of Oracular Vision, Life Drain,
    Recharge: Staff of Greater Healing, Volcanic Storm,Iomedae's Justice
    Ice Chemist, Blessing of Osiris, Staff of Dark Flame

    Give Card: None
    Move: Stay at Library
    Third eye allows me to examine card: Library Card 1: Friendly Game of Sredna
    Location Powers: On your check against a spell or a Book boon, add 1d6.
    Explore: Library Card 1: Friendly Game of Sredna

    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.

    Will use Firesnake for check and Create Mindscape

    Strength using Arcane Check DC 7/13: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 Success
    I can't think of a good reason to remove barrier from game so will let it remain

    Will recharge samisen to look at 3 remaining cards at library
    Library Card 2: Sermignatto
    Library Card 3: Giant Form
    Library Card 4: Quickened Ray

    Will discard The cricket to move to the Arsenal and explore
    Explore: Arsenal Card 1: Blackjack's Daggers

    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.

    According to this Link, this loot is back in the vault.
    Dexterity Check DC 11: 1d8 + 1 ⇒ (1) + 1 = 2 No Success, boon is banished

    Will discard Rodrick to draw Salvator and discard to draw next blessing (Hourglass Card 2 Heggal/kuey Incitation)

    Will discard The Cyclone to explore again
    Explore: Arsenal Card 2: Trapped Chest
    Where is Radovan? A moment of realization arrives to the aging wizard as he calls out for the supporter Trinia

    Will recharge Drain Life for Urban assistance to add 1d4+1 and discard incitation to add a die. Finally, Ukuja will bury Trinia sabor to add d4+#
    Untrained Skill Check DC 7+6=13: 1d4 + 1d4 + 1 + 1d4 + 1d4 + 6 ⇒ (1) + (2) + 1 + (1) + (3) + 6 = 14 Success

    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.

    Will choose spell.
    Encounter: Icy Prison

    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.

    Arcane Check DC 12: 1d12 + 6 ⇒ (5) + 6 = 11 No Success

    Varian ends his turn.

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

    Varian recharges spell(s) Fire Snake and then resets his hand.
    Will display Radovan after Heggal's SOT

    Reminder of Scenario changes:

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

    The Harrow suit is Crowns.
    Add 1d4 to Charisma non-combat checks.
    When you play your harrow, you may draw a random ally from your discards.

    When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
    When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.

    "

    Varian wrote:

    Hand: Staff of Greater Necromancy, Radovan, Crystal Ball, Magnetic Grimoire, Blessing of the Gods, i1Zellara's Harrow Deck, Eagle Aerie, Life Drain#Core,

    Displayed: Third Eye, Create Mindscape,
    Deck: 10 Discard: 7 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: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
    Other: Loot Pref: Sp6

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Oparal
    Recharged: Staff of Greater Healing, Volcanic Storm, Iomedae's Justice, Ice Chemist, Blessing of Osiris, Staff of Dark Flame, Samisen of Oracular Vision, Life Drain, Fire Snake,
    Discard Pile:The Marriage, Blessing of Master of Masters, The Cricket, Rodrick, Salvator Scream, The Cyclone, Incitation,
    Buried Pile:Rovagug's Destruction, Ice and Fire,

    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 (12)
    Notes for Ukuja: Trinia Sabor used by Varian
    Random Card(s) Used: weapon 1
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Varian - Location #1: Arsenal 3-12 remain // ?=Horrorbane Heavy Pick
    Heggal, Aric - Location #2: Castle 1 remain // 1=Evidence?
    Location #3: Cell 1-12 remain // ?=The Twin

    Ukuja - Location #5: Mountain 3-9 remain
    Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
    Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule


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

    Varian accidentally encountered same card twice (Arsenal card 1). Best way to remedy is to encounter Arsenal Card 3: Thundering Earthbreaker which is banished.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
    Notes for Ukuja: Trinia Sabor used by Varian
    Random Card(s) Used: weapon 1
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Varian - Location #1: Arsenal 4-12 remain // ?=Horrorbane Heavy Pick
    Heggal, Aric - Location #2: Castle 1 remain // 1=Evidence?
    Location #3: Cell 1-12 remain // ?=The Twin

    Ukuja - Location #5: Mountain 3-9 remain
    Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
    Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Varian, Heggal, Aric, Ukuja,
    Turn: Turn 14: Aric's The Betrayal
    Hour Power: When you acquire a boon, bury it.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #2: Castle
    Explore:
    #1: Henchman Proxy B3

    Evidence:

    Story Bane Barrier 1
    Traits
    Task
    Trigger
    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#
    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Reveal Lookout for +1d4+3
    Discard Blessing of Angradd to bless twice
    Wisdom DC10+6: 1d8 + 2 + 1d4 + 3 + 2d8 ⇒ (8) + 2 + (4) + 3 + (6, 5) = 28 ==> Defeated

    Closing: Bury Commander's Falchion
    When Closed: Heal a weapon ==> Flaming Longsword +3

    Heggal moves to #1: Arsenal
    Aric moves to #7: Base (Not sure where he would want to go.)

    End Turn: Reset hand.
    (Drew Chain Mail (Core). Display at next SoT)

    "

    Heggal (Life of the Party) wrote:

    Hand: Grayflame Mace +2, Burst of Glory, Vengeful Storm, Lookout, Evangelist, Sklar-Quah Thundercaller,

    Displayed: Chain Mail (Core),
    Deck: 10 Discard: 5 Buried: 3
    Current Location: #2: Castle
    Hero Points: 1
    Tier.XP : 6.1
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Lookout: +1d6 Perception
    Burst of Glory: +1d6 local vs bane
    Evangelist: +1d4 local check
    Sklar-Quah Thundercaller: +1d6 all Str & Acrobatics
    Movement: If current location closes: #3: Cell

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Grappler's Mask, Dust of Revealing, Flaming Longsword +3, Blessing of Cayden Cailean, Ruan Mirukova, Lyrune-Quah Moon Maiden, Righteousness, Kazavon's Shield, Ring of Stony Flesh, Blessing of Shizuru
    Recharged:
    Discard Pile: The Theater, Jasan Adriel, Blessing of Abadar, Lyrune-Quah Truthspeaker, Blessing of Angradd,
    Buried Pile: Ukwar Axe, Mantle of Life, Commander's Falchion,

    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 (12)
    Notes for Ukuja: Trinia Sabor used by Varian
    Random Card(s) Used: weapon 1
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Varian, Heggal, - Location #1: Arsenal 4-12 remain // ?=Horrorbane Heavy Pick
    Location #2: Castle BANISHED 1 remain
    Location #3: Cell 1-12 remain // ?=The Twin

    Ukuja - Location #5: Mountain 3-9 remain
    Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
    Aric - Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule


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

    Hour is The Betrayal: When you acquire a boon, bury it.

    Start of turn, switch to TRR. Exchange Captain's Cutlass with Dandy Brute in kit

    Move to Arsenal. (I like how we're all avoiding the Cell). End of move step, examine top card: Greater Bolstering Armor. Still End of move step, reveal Fortune Teller, declaring Boon. Encounter Greater Bolstering Armor. The Lost Harrows give me Fortitude 1d12+6. Reveal Evangelist for +1

    Fortitude 14: 1d12 + 7 ⇒ (7) + 7 = 14 The Betrayal makes me bury

    Take Free Explore: Sentinel Devil. Reveal Serithtial to use Acrobatics+1d12+4. Reveal Evangelist for +1. Arsenal adds 1.

    Combat 23: 1d10 + 1d12 + 1d4 + 12 ⇒ (9) + (3) + (4) + 12 = 28 I suffer Wounded

    Display Clockwork Spy to examine then explore: Silver War Paint. On examine, switch to Aric. The Lost Harrows lets me auto acquire but The Betrayal make me bury. On Acquire examine top card of location: Bearskin Armor.

    Discard Dandy Brute to explore again. The Lost Harrows and Evangelist give me Fortitude 1d12+7.

    Fortitude 12: 1d12 + 7 ⇒ (11) + 7 = 18 The Betrayal makes me bury. On acquire, examine top card of location

    Discard the Courtesan to explore: Ghost. Playing my Harrow lets me draw a random ally from my discards: Psychic Detective. For the combat, reveal Serithtial to use Acrobatics+1d12+4. Reveal Evangelist for +1. Arsenal adds 1.

    Combat 23: 1d10 + 1d12 + 1d4 + 12 ⇒ (5) + (4) + (3) + 12 = 24 On defeating a monster, switch to Aric

    Use power to Recharge Psychic Detective to examine then explore: Darb Tuttle. Reveal Evangelist for +1

    Diplomacy 15: 1d10 + 1d4 + 8 ⇒ (6) + (1) + 8 = 15 The Betrayal makes me bury. On Acquire, examine top card of location: Ileosa's Furies

    Ending turn there. Maybe we should disperse so less of us get hit by the AA 1d4 force damage from the henchman

    "

    Aric wrote:

    Hand: Fortune Teller, Blessing of Bastet, Dreamstalker, Evangelist, Serithtial, Mask of the Red Raven, Shadowless Sword (Finesse),

    Displayed: Cockroach Coat, Red War Paint, The Lost Harrows, Clockwork Spy,
    Kit: Ausio Carowyn, Captain's Cutlass (Finesse), Blackjack's Rapier,
    Aric has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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


    Deck: 6 Discard: 6 Buried: 4
    NOTES:
    Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

    Evangelist: Recharge for +1d4 to local check
    Bastet: Recharge to reroll 1 die. Bury to reroll all dice

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Vampiric Backsword +3 (Finesse), Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask, Psychic Detective,
    Discard Pile: Blessing of the Ancients, Blessing of The Vaultmaster, Ring of Immolation, Blessing of Zon-Kuthon, Dandy Brute, The Courtesan,
    Buried Pile: Glamered Leather Armor, Greater Bolstering Armor, Silver War Paint, Bearskin Armor,

    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 ([X] 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 (12)
    Notes for Ukuja: Trinia Sabor used by Varian
    Random Card(s) Used: weapon 1
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Varian, Heggal, Aric - Location #1: Arsenal 10-12 remain // 10=Ileosa's Furies ?=Horrorbane Heavy Pick

    Location #3: Cell 1-12 remain // ?=The Twin

    Ukuja - Location #5: Mountain 3-9 remain
    Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
    Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule


    Deck Handler Desired upgrades meh

    Sands of the Hour: When this is the hour: No effect.

    Place Blessing of Abadar in kit to draw Aspect of the Bull. Display Aspect of the Bull. Display Blackjack's Gear.

    Ukuja once more returns to the Mountain.

    Mountain Card 3: Ashbringer:

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

    We don't need weapon 6 and I can't get it without spending resources. Banished. Discard Dwarf Caiman to explore.

    Mountain Card 4: Immortal Ichor:

    CotCT
    Monster 6
    Traits:
    Ooze
    To Defeat:
    Combat 23
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.

    BYA take 2 combat dmg. Discard Shadowcat and Fire Gecko. Varian discards Blessing of the Gods.

    combat 23 revealing Returning Totem Spear for survival and adding the Slashing trait, freely reloading Returning Totem Spear, revealing Headband of Inspired Wisdom, blessed by Varian's BotG: 2d10 + 2d8 + 11 ⇒ (3, 4) + (6, 1) + 11 = 25

    recharge from discard eot 1. Dwarf Caiman, 2. Shadowcat, 3. Fire Gecko: 1d3 ⇒ 3

    Ukuja wrote:

    Hand: Wendifisa Spear, Headband of Inspired Wisdom, Returning Totem Spear, Moon Maiden Armor, Angelstep, Cauterize, Blessing of the Green Faith (2), Elk, The Unicorn,

    Displayed: Leryn (Hunter Class Deck), Python, Keppira D'bear, Aspect of the Bull, Blackjack's Gear,
    "Current Location: Mountain
    Kit: Stone Axe +1, Blessing of Abadar, Huntsman's Greatsword +2, "
    Deck: 9 Discard: 4 Buried: 0
    "NOTES:
    Available Support: Folio reroll: used

    Blessings are available for use.

    Keppira D'bear: • On all checks against Undead banes, add 1d4.

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

    Returning Totem Spear: On a local combat check reload to add 1d8.

    The Unicorn: On any check, discard to bless. On another character's check, discard to give them a boon.
    Movement: Move me to Cell 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, Cure, Guide, Call Animal, Dominate, Formian Myrmidon
    Recharged: Blessing of the Green Faith (1), Pteranodon, Fire Gecko,
    Discard Pile: The Tyrant, Dwarf Caiman, Druid of the Green Faith, Shadowcat,
    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: 2
    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 Not active.
    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 ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] 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.

    Banished Mountain cards 3 and 4.

    Discarded Varian's Blessing of the Gods.


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

    Out of Turn Updates: Discarded BotG for Ukuja. At 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:
    Cell Card 2: Henchman Proxy A1
    Cell Card 1: Aerilaya
    Cell Card 3: Brawl

    During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4. Heggal reveals lookout and I freely draw third eye to add a d10.
    Perception Check DC 12: 1d6 + 1 + 1d6 + 1d10 ⇒ (1) + 1 + (2) + (1) = 5 No Success

    Turn Order: Varian, Heggal, Aric, Ukuja

    Turn - Hour: 17 - Hourglass Card 5 Varian/Zalarian
    The Forge

    Hour Rules: On your check, add 1 for each type of boon played.

    SOT:

    Draw #(6) Cards and recharge #(6) Cards
    Draw: Oparal, Staff of Greater Healing, Volcanic Storm, Iomedae's Justice, Ice Chemist, Blessing of Osiris
    Recharge: Crystal Ball, Iomedae's Justice, Life Drain,
    Magnetic Grimoire, Eagle Aerie, Third Eye

    Will then reveal staff of greater healing and discard Blessing of Osiris to heal Aric for 1d4+1
    Healing Roll: 1d4 + 1 ⇒ (2) + 1 = 3 Aric is healed for 3

    Give Card: None
    Move: Arsenal -> Cell
    Location Powers: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.

    Will Recharge Oparal and shuffle a random ally into deck
    Random Ally from discard - Rodrick or Salvator: 1d2 ⇒ 1 Rodrick
    Explore: Cell Card 2: Henchman Proxy A1

    Ileosa's Fury (Proxy A):
    Ileosa's Fury (Proxy A)
    Story Bane Monster 6

    Traits:
    Outsider
    Devil

    Check:
    Combat
    24

    Powers:
    Immune to Fire and Poison. Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
    After acting, each local character suffers 1d4 Force damage.

    Acrobatics Check DC 11: 1d8 + 2 ⇒ (4) + 2 = 6 No Success - Varian is Frightened for now

    Will use Staff of Greater Necromancy and discard Volcanic Storm to use arcane +2d12.
    Ukuja will recharge Blessing of the Green Faith
    Arcane Check DC 24: 1d12 + 6 + 2d12 + 1d12 ⇒ (6) + 6 + (7, 7) + (8) = 34 Success

    Random Roll: 1d4 ⇒ 1 Will shuffle Radovan into deck to reduce to 0
    Since Evidence is there, I will choose to shuffle location and reload evidence.

    Varian will bury staff of greater necromancy and Blessing of Osiris to heal 1d4+3 cards
    Cards Healed: 1d4 + 3 ⇒ (3) + 3 = 6 TBD
    Varian will display Zellara and have a very long conversation with the spirits on the state of affairs

    Varian ends his turn.

    Reminder of Scenario changes:

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

    The Harrow suit is Crowns.
    Add 1d4 to Charisma non-combat checks.
    When you play your harrow, you may draw a random ally from your discards.

    When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
    When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.

    "

    Varian wrote:

    Hand: Staff of Greater Necromancy, Volcanic Storm, Incitation, Life Drain, Oparal, Fire Snake, The Marriage, Iomedae's Justice,

    Displayed: Create Mindscape,
    Deck: 12 Discard: 3 Buried: 5
    Hero Points: 1 // Varian has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    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: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
    Other: Loot Pref: Sp6

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Staff of Dark Flame, Radovan, Salvator Scream, Blessing of Master of Masters, Samisen of Oracular Vision, Crystal Ball, Magnetic Grimoire, Life Drain#Core, The Cyclone, Third Eye, Rodrick, Eagle Aerie
    Recharged:
    Discard Pile:The Cricket, Blessing of the Gods, i1Zellara's Harrow Deck,
    Buried Pile:Rovagug's Destruction, Ice and Fire, Ice Chemist, Staff of Greater Healing, Blessing of Osiris,

    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 (12)
    Notes for Aric: Healed for 3 by Varian
    Notes for Ukuja: Blessing of the Green Faith used by Varian
    Random Card(s) Used: weapon 1
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Heggal, Aric - Location #1: Arsenal 10-12 remain // 10=Ileosa's Furies ?=Horrorbane Heavy Pick
    Varian - Location #3: Cell 4, (random 1,3,5-12) remain // 4= Evidence
    Ukuja - Location #5: Mountain 5-9 remain
    Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
    Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Varian, Heggal, Aric, Ukuja,
    Turn: Turn 18: Calistria's Sting
    Hour Power: You may avenge by discarding a card.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #1: Arsenal
    Explore:
    Henchman Proxy A2

    Ileosa's Fury (Proxy A):

    Story Bane Monster 6
    Traits:
    Outsider
    Devil
    Check:
    Combat
    24
    Powers:
    Immune to Fire and Poison. Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
    After acting, each local character suffers 1d4 Force damage.

    BYA:
    Reveal Lookout for +1d4+3
    Reveal Evangelist for +1
    Wisdom DC11: 1d8 + 2 + 1d4 + 3 + 1 ⇒ (7) + 2 + (4) + 3 + 1 = 17 ==> Success

    Reveal Lookout for +1d4+3
    Reveal Grayflame Mace +2 for Melee+1d8+2; recharge Vengeful Storm for +Divine
    Reveal Evangelist for +1
    Location for +1
    Combat DC24: 1d8 + 5 + 1d8 + 2 + 1d8 + 4 + 1d4 + 3 + 1 + 1 ⇒ (2) + 5 + (7) + 2 + (2) + 4 + (1) + 3 + 1 + 1 = 28 ==> Defeated

    Closing:

    Summon Weapon: 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.

    Gah! Wrong kind!
    Reveal Lookout for +1d4+3
    Recharge Evangelist for +1d4
    Request Varian use Incitation to bless
    Dexterity DC13: 1d6 + 1d4 + 3 + 1d4 + 1d6 ⇒ (2) + (1) + 3 + (4) + (4) = 14 ==> Acquired

    Search deck and banish #12: Henchman Proxy B1 (Evidence)

    End Turn: Reset hand.

    "

    Heggal (Life of the Party) wrote:

    Hand: Grayflame Mace +2, Deathbane Sling, Burst of Glory, Lookout, Sklar-Quah Thundercaller, Ring of Stony Flesh, Ruan Mirukova,

    Displayed: Chain Mail (Core),
    Deck: 10 Discard: 5 Buried: 3
    Current Location: #1: Arsenal
    Hero Points: 1
    Tier.XP : 6.1
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Lookout: +1d6 Perception
    Sklar-Quah Thundercaller: +1d6 all Str & Acrobatics
    Ruan Mirukova: +1d4 local check (Magic) & heal if succeed
    Movement: If current location closes: #3: Cell

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Righteousness, Blessing of Shizuru, Kazavon's Shield, Grappler's Mask, Blessing of Cayden Cailean, Lyrune-Quah Moon Maiden, Flaming Longsword +3, Dust of Revealing
    Recharged: Vengeful Storm, Evangelist,
    Discard Pile: The Theater, Jasan Adriel, Blessing of Abadar, Lyrune-Quah Truthspeaker, Blessing of Angradd,
    Buried Pile: Ukwar Axe, Mantle of Life, Commander's Falchion,

    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 (12)
    Notes for Varian: Heggal used Incitation
    Notes for Aric: Healed for 3 by Varian
    Notes for Ukuja: Blessing of the Green Faith used by Varian
    Random Card(s) Used: weapon 1
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters
    Heggal, Aric - Location #1: Arsenal 11 remain // 11=Horrorbane Heavy Pick
    Varian - Location #3: Cell 4, (random 1,3,5-12) remain // 4= Evidence
    Ukuja - Location #5: Mountain 5-9 remain
    Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
    Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule


    WARNING: 8 turns remain; you each have 2 turns left to win.

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

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    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 would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.

  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.

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

    Additional Rules: =
    THREAT LIST:

  • Danger: Red Mantis Assassin
  • Villain: None
  • Non-Closing Henchmen: Togomor
  • Closing Henchmen: Kayltanya, Ileosa's Furies-Proxy A
  • Extra Non-Closing Henchmen: Evidence-Proxy B

    Evidences Displayed: 4

    Scenario Level (#): 6

    Turn: 19, Aric/AAUGHWHY

    Random Cards:

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

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

    Spoiler:
    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:
    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.


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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spoiler:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

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

    Spells
    Spoiler:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard 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:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

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


    Spoiler:
    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:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 16
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.


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

    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:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Spoiler:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.

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

    Items
    Spoiler:
    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:
    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:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    Spoiler:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury 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.

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

    Blessings
    Spoiler:
    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.

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

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

    Spoiler:
    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.

    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.

    Hour Power: On your check, if no boons are played, it is blessed.

    Current Hour:

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

    Hours Remaining: 8

    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 Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 3 Heggal/kuey:
    Spoiler:
    Hourglass Card 3 Heggal/kuey
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Aric/AAUGHWHY
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 5 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Ukuja/Bigguyinblack
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Varian/Zalarian:
    Spoiler:
    Hourglass Card 6 Varian/Zalarian
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Heggal/kuey:
    Spoiler:
    Hourglass Card 7 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 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Aric/AAUGHWHY
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, None

    Arsenal Card 1 (Horrorbane Heavy Pick):
    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.

    Location #3: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: Varian/Zalarian, None
    Cell Card 1 (Henchman Proxy B5):
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Cell Card 2:
    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.
    Cell Card 3:
    Hippogriff
    CotCT
    Ally 6
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 16
    On a local combat check, recharge to add 2d4.
    Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
    Cell Card 4:
    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.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    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.
    Cell Card 8:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.
    Cell Card 9:
    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.
    Cell Card 10:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.
    Cell Card 11:
    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.

    Location #5: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    Mountain Card 1:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
    Mountain 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.
    Mountain Card 3:
    Kayltanya
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Assassin
    Human
    To Defeat:
    Combat 26
    Before acting, each local character suffers 1d4 Poison damage. Then succeed at a Wisdom or Perception 10 check or the difficulty to defeat is increased by 2d6.
    On the check to defeat, reroll 2 dice showing the highest values.
    Mountain Card 4:
    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.

    Mountain Card 5:
    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.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Library Card 1 (Sermignatto):
    Sermignatto
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 28
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, each local character must attempt a Wisdom 13 check.
    For each character that fails, a random local character suffers an amount of Combat damage equal to the number of weapons and Attack cards in the failing character's hand.
    Library Card 2 (Giant Form):
    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.

    Library Card 3 (Quickened Ray):
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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


    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 (Marcus Endrin):
    Marcus Endrin
    CotCT
    Supporter 6
    Traits:
    Human
    Ranger
    Display. While displayed:
    * You may bury to move any number of characters.
    * ? On any combat check at a non-Underground location, you may bury to add 2d8.
    What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
    Base Card 2 (Laori Vaus):
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 3 (Sabina Merrin):
    Sabina Merrin
    CotCT
    Supporter 6
    Traits:
    Fighter
    Human
    Display. While displayed:
    * On your checks against Gray Maiden cards, add 1d4.
    * ? When a character suffers damage, you may bury to reduce it to 0.
    Base Card 4 (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 5 (Grandmaster Boule):
    Grandmaster Boule
    CotCT
    Supporter 6
    Traits:
    Human
    Rogue
    Display. While displayed:
    * You may bury to examine the top card of a location; if it is a boon, draw it.
    * ? On your check to acquire, you may bury a card to add 1d10.
    Base Card 6:
    Shadowcount Sial
    CotCT
    Supporter 5
    Traits:
    Human
    Summoner
    Display. While displayed:
    * When a character encounters a summoned bane, you may bury to let that character evade it.
    * ? On your checks against Outsider banes, add 1d4.
    Base Card 7:
    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.


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

    Hour is The Peacock: On your check, if no boons are played, it is blessed.

    Start of turn, stay as Aric. Exchange Shadowless Sword with Ausio Carowyn in kit. Wounded makes me discard top card of my deck

    Stay at Arsenal. End of Move Step, reveal Fortune Teller declaring Boon. Banish Horrorbane Heavy Pick.

    During Explore step, use power to recharge Dreamstalker to examine Card 1: Evidence at cell. It triggers, letting me encounter it and adding 1d8 to the check

    Perception 16: 3d8 + 3 ⇒ (5, 7, 3) + 3 = 18 Display Evidence

    The Red Raven finds a heavy pick that seems to have been used very recently. Hm...

    Attempt to close the location. Summon and attempt to acquire Thundering Earthbreaker. Bury Ausio Carowyn to add 2d12

    STR 15: 1d6 + 2d12 ⇒ (5) + (12, 6) = 23 Nice! Move to mountain

    End turn
    "

    Aric wrote:

    Hand: Fortune Teller, Blessing of Bastet, Thundering Earthbreaker, Evangelist, Serithtial, Mask of the Red Raven, Heister,

    Displayed: Cockroach Coat, Red War Paint, The Lost Harrows, Clockwork Spy,
    Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Blackjack's Rapier,
    Aric has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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


    Deck: 6 Discard: 7 Buried: 5
    NOTES:
    Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

    Evangelist: Recharge for +1d4 to local check
    Bastet: Recharge to reroll 1 die. Bury to reroll all dice

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask, Psychic Detective, Dreamstalker,
    Discard Pile: Blessing of the Ancients, Blessing of The Vaultmaster, Ring of Immolation, Blessing of Zon-Kuthon, Dandy Brute, The Courtesan, Vampiric Backsword +3 (Finesse),
    Buried Pile: Glamered Leather Armor, Greater Bolstering Armor, Silver War Paint, Bearskin Armor, Ausio Carowyn,

    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 ([X] 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 (12)
    Random Card(s) Used: weapon 1
    Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library, Cell)
    Additional Info 2: Togomor defeated -> Semignatto and more monsters

    Varian, Heggal - Location #3: Cell
    Ukuja, Aric - Location #5: Mountain 5-9 remain
    Location #6: Library 1-3 remain // 1: Sermignatto, 2: Giant Form, 3: Quickened Ray
    Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Sabina Merrin, 4=Krojun Eats-what-he-kills, 5=Grandmaster Boule


    Deck Handler Desired upgrades meh

    Orison: When this is the hour: No effect.

    start of turn survival check 4 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (4) + 9 = 13

    Leryn examines Mountain card 1: Palace Patrols. Place Cauterize in kit and draw Huntsman's Greatsword +2.

    Ukuja moves to Library.

    Skip free explore. Discard Elk to explore.

    Library Card 1 (Sermignatto): Sermignatto:

    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 28
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, each local character must attempt a Wisdom 13 check.
    For each character that fails, a random local character suffers an amount of Combat damage equal to the number of weapons and Attack cards in the failing character's hand.

    BYA wisdom 13 revealing Headband of Inspired Wisdom, aided by Aspect of the Bull, aided by Elk: 2d10 + 1d6 + 7 ⇒ (7, 6) + (2) + 7 = 22

    combat 28 revealing Wendifisa Spear for survival, discarding Wendifisa Spear, freely reloading Returning Totem Spear, freely recharging Huntsman's Greatsword +2, revealing Headband of Inspired Wisdom, blessed by The Unicorn, aided by Aspect of the Bull, aided by Elk: 3d10 + 2d12 + 1d8 + 3d6 + 10 ⇒ (7, 5, 5) + (2, 7) + (8) + (3, 4, 1) + 10 = 52

    Play FF7 victory music.


    COMPLETED SCENARIO 6B: Assault on Castle Korvosa

    BOON ROLL: This scenario started and ended during OutPost, so each character should roll a 1d20, winning a new player boon on a 20.
    BR Boon roll, Curse-6B: 1d20 ⇒ 2 -> Nope.

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Party -> Tier 6, 2XP

    SCENARIO REWARD:

  • The party gains a Supporter Feat.
  • For each displayed Evidence (5), the party gets a new ally and a new blessing (already added to the Acquired Cards list below).
  • Characters may choose a Bonus Deck Upgrade.

    DEVELOPMENT:

    In the seneschal’s chambers, you can see that the good works of Neolandus have been perverted to devilry. The new seneschal lies vanquished before you. The bloatmage Togomor, long used to using his blood for power, spies the last of his lifeblood running into the castle floor. A strange smile of relief spreads across his face, and he speaks a few dying words.

    “Thank you... I have done... great wrongs in Korvosa... My mind was controlled... by a threefaced worm... the belier devil... Sermignatto... He is the one... with whom Queen Ileosa signed a... blood pact... in her quest to reawaken... the dragon Kazavon... Now I am finally...”

    Gone. That’s what he is. He’s escaped one torment only to begin an eternity of another in Hell. You can’t be too sad about that.

    Two floors into Castle Korvosa, you have beaten back the servants of Queen Ileosa. Now you clean your weapons and prepare for the final assault on the throne room one floor above. One way or another, your battle to save Korvosa ends today.

    ACQUIRED CARDS:

    Wolverine (Ally 3)
    Jasan Adriel (Ally 4)
    Hippogriff Fledgling (Ally 4)
    Skoan-quah Boneslayer (Ally 4)
    Pegg and Louie (Ally 5)
    Formian Myrmidon (Ally 6)
    Darb Tuttle (Ally 6)
    Toff Ornelos (Ally 6)

    Bearskin Armor (Armor 4)
    Mantle of Life (Armor 5)
    Greater Bolstering Armor (Armor 6)

    Incitation (Blessing 0)
    Gozreh's Growth (Blessing 1)
    The Cyclone (Blessing 1)
    Desna's Freedom (Blessing 1)
    Iomedae's Justice (Blessing 1)
    The Publican (Blessing 1)
    The Cricket (Blessing 1)
    Rovagug's Destruction (Blessing 2)
    Old Deadeye (Blessing 3)
    The Unicorn (Blessing 6) (Matching Harrow suit)

    Silver War Paint (Item 4)
    Dust of Revealing (Item 4)
    Ring of Immolation (Item 5)
    Staff of Greater Healing (Item 6)
    Third Eye (Item 6)

    Icy Prison (Spell 5)
    Dominate (Spell 6)

    Blackjack's Daggers (Weapon 4)
    Thundering Earthbreaker (Weapon 4)
    Deathbane Sling (Weapon 5)
    Commander's Falchion (Weapon 6)


  • SCENARIO 6C: Death to the Queen

    Improbably, you have lain waste to the defenders on the first two floors of Castle Korvosa. Before you go upstairs to the treasonous Queen’s chambers, you take stock of your situation.

    You have slain most of the murderous Red Mantis assassins, driving the remaining worshippers of Achaekek into the sewers.

    You have destroyed the Queen’s new seneschal, the bloatmage Togomor, and banished his devils back to Hell.

    You have broken the back of the Gray Maidens, leaving only those who stand with Queen Ileosa in her throne room.

    You take a moment to look out a window onto North Castle Street below. The Sable Company rides its hippogriffs again under the command of Marcus Endrin, and is chasing down traitors in the streets. The Korvosan Guard has restored order to the plaza outside the castle and has torn down Ileosa’s savage
    guillotine. The clerics of Abadar and Pharasma are united in healing the wounded and burying the slain. There is hope in the air.

    You remember the moment you first met Queen Ileosa, then apparently a grieving widow who struggled with her husband’s death. “I love Korvosa,” she said, “as my husband did before me. I will not see his legacy destroyed, and I shall not see my city torn apart. You have done my heart a great service on this dark day, yet perhaps you can serve this city more.”

    Perhaps you can.

    The throne room is above you. At no time has the Queen shown her face during your assault. If the Queen is here, you have no sense if she knows you are as well. This is your chance. You must find her throne room as quickly as possible, for once the Queen notices your presence, the Crown of Fangs will come for you.

    LOCATIONS:
    1 - BASE
    1 - BARRACKS
    1 - CHAMBERS
    1 - THRONE ROOM
    2 - READING ROOM
    3 - OUBLIETTE
    4 - LIBRARY

    THREAT LIST:

  • Danger: Gray Maiden Guard
  • Villain: Queen Ileosa
  • Closing Henchmen: Akazurug, Vavana Dhatri, Gray Maiden Guards - Proxy A

    DURING THIS SCENARIO:

  • At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

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

    HARROWING:

    Varian's Harrow - The Liar:

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

    Aric's Harrow - The Tyrant:

    CotCT Blessing 1
    Traits: Harrow Suit: Crowns Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Heggal's Harrow - 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.

    Ukuja's Harrow - The Marriage:

    CotCT Blessing 1
    Traits: Harrow Suit: Crowns Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+#
    On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.


  • During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    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:

  • At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

    Additional Rules: =
    THREAT LIST:

  • Danger: Gray Maiden Guard
  • Villain: Queen Ileosa
  • Closing Henchmen: Akazurug, Vavana Dhatri, Gray Maiden Guards - Proxy A

    Scenario Level (#): 6

    Turn: 0, Ukuja/Bigguyinblack

    Random Cards:

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

    Spoiler:
    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.

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

    Spoiler:
    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.


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

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

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

    Spoiler:
    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:
    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.

    Weapons
    Spoiler:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

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

    Spoiler:
    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:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    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:
    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:
    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.


    Spoiler:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * 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.


    Armors
    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Spoiler:
    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:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    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:
    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:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury this card.

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

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

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

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: 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 #4: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Location #5: 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 #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 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 ?: 15
    Located/Displayed Here: None


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

    Starting Location: Chambers

    Starting Identity: Aric

    Loot: Exchanging Masque for Ausio Carowyn. Exchanging Rapier for Serithtial. I am not taking Red War Paint.

    Aric wrote:

    Hand: Dreamstalker, Heister, Corrosive Backsword +4 (Finesse), Mask of the Red Raven, The Lost Harrows, Blessing of Zon-Kuthon, Ausio Carowyn,

    Displayed:
    "Kit: Fortune Teller, Isiem, Blessing of Bastet,
    Aric has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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

    "
    Deck: 15 Discard: 0 Buried: 0
    "NOTES:
    Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

    Evangelist: Recharge for +1d4 to local check
    Bastet: Recharge to reroll 1 die. Bury to reroll all dice"

    Display The Lost Harrows selecting Fortitude

    "

    Aric wrote:

    Hand: Dreamstalker, Heister, Corrosive Backsword +4 (Finesse), Mask of the Red Raven, Blessing of Zon-Kuthon, Ausio Carowyn,

    Displayed: The Lost Harrows,
    Kit: Fortune Teller, Isiem, Blessing of Bastet,
    Aric has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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


    Deck: 15 Discard: 0 Buried: 0
    NOTES:
    Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

    Ausio: bury for +2d12 to local check to acquire.
    Zon-Kuthon: +2 dice on CON or check has Finesse

    Other: The Lost Harrows: Fortitude

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clockwork Spy, Serithtial, Blessing of the Ancients, Quick-Change Mask, Dandy Brute, Blessing of the Midnight Lord, Cockroach Coat, Shadowless Sword (Finesse), Silver War Paint, Mask of Stolen Mien, Evangelist, Vampiric Backsword +3 (Finesse), Glamered Leather Armor, Blessing of The Vaultmaster
    Recharged: Lockpick Shield,
    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 ([X] 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

    Trading Javelin out for Returning Totem Spear. Trading Arboreal Armor out for Moon Maiden Armor. And we will let the Guide rest for once. Cohorts will be Python and Giant Chameleon. Favorite card Weapons. Starting location Reading Room.

    Ukuja wrote:

    Hand: Pteranodon, Blessing of the Green Faith (1), Blackjack's Rapier, Cure, Blessing of Abadar, Blackjack's Gear, Fire Gecko, Huntsman's Greatsword +2, Returning Totem Spear,

    Displayed: Giant Chameleon, Python,
    "Current Location: Reading Room
    "
    Deck: 15 Discard: 0 Buried: 0
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.
    Movement: Move me to Cell 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, Headband of Inspired Wisdom, Blessing of the Green Faith (2), Shadowcat, Blackjack's Daggers, Stone Axe +1, Aspect of the Bull, Call Animal, Dwarf Caiman, Moon Maiden Armor, Wendifisa Spear, Elk, Raise Animal , Belt of Physical Might (core), Druid of the Green Faith
    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: 2
    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 Not active.
    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 ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] 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: Blackjack's Daggers, Call Animal, Raise Animal. Place Blackjack's Rapier, Cure, and Blackjack's Daggers into kit. Draw 1 card: Belt of Physical Might (core) and recharge 1 card: Huntsman's Greatsword +2.

    At the start of Varian's turn cast Call Animal for Shadocat. Display Blackjack's Gear. Auto recover Call Animal.[/ooc]

    Ukuja wrote:

    Hand: Raise Animal, Belt of Physical Might (core), Pteranodon, Shadowcat, Fire Gecko, Blessing of the Green Faith (1), Blessing of Abadar, Returning Totem Spear, The Marriage,

    Displayed: Giant Chameleon, Python, Blackjack's Gear,
    "Current Location: Reading Room
    Kit: Blackjack's Rapier, Cure, Blackjack's Daggers, "
    Deck: 12 Discard: 0 Buried: 0
    "NOTES:
    Available Support: Folio reroll:

    Blessings are available for use.

    Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.

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

    Blessing of Abadar: +2 dice vs barriers.

    Returning Totem Spear: On a local combat check reload to add 1d8.

    The Marriage: On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using.

    Movement: Move me to Cell 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): Wendifisa Spear, Blessing of the Green Faith (2), Dwarf Caiman, Aspect of the Bull, Elk, Stone Axe +1, Moon Maiden Armor, Headband of Inspired Wisdom, Druid of the Green Faith, Blessing of Milani
    Recharged: Huntsman's Greatsword +2, 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: 2
    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
    Fortitude: Constitution +2
    Stealth: Dexterity +2

    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 ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] 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-6C: Death to the Queen

    Starting Location Throne Room
    Loot
    Will put Spellbook into box and put Zellara's Harrow Deck into deck
    Will put Wayfarer 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: The Liar, Staff of Dark Flame, Blessing of the Seventh Veil, Rodrick, Oparal, Create Mindscape, Blessing of the Gods, Samisen of Oracular Vision, Ice Chemist,

    Displayed: Radovan,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 1 // Varian has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    NOTES:
    Available Support: Blessings are available for use. (Osiris can be used to add d4 to healing check or cards shuffled into deck.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: Reading Room, Throne Room, Library, Chambers, Barracks, Base, Oubliette
    Other: Loot Pref: Sp6

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Blessing of Master of Masters, Staff of Greater Necromancy, Magnetic Grimoire, Fire Snake, Ice and Fire, Blessing of Osiris, Volcanic Storm, Autumn Witch, Eagle Aerie, Life Drain, i1Zellara's Harrow Deck, Disintegrate, Crystal Ball
    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]

    "


    deck handler

    Heggal will start at #5: Oubliette

    "

    Heggal (Life of the Party) wrote:

    Hand: Burst of Glory, Vengeful Storm, Ring of Stony Flesh, Sklar-Quah Thundercaller, Lyrune-Quah Truthspeaker, Blessing of Abadar, Blessing of the Oathkeeper, The Theater,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: #5: Oubliette
    Hero Points: 1
    Tier.XP : 6.2
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Burst of Glory: +1d6 vs local bane
    Sklar-Quah Thundercaller: +1d6 all Str & Acrobatics
    Lyrune-Quah Truthspeaker: +1d6 local Wis & Divine
    Movement: If current location closes: #3: Cell

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ruan Mirukova, Blessing of Cayden Cailean, Lookout, Ukwar Axe, Flaming Longsword +3, Evangelist, Chain Mail (Core), Blessing of Shizuru, Blessing of Angradd, Lyrune-Quah Moon Maiden, Righteousness, Grappler's Mask, Grayflame Mace +2, Kazavon's Shield
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

    "


    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    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:

  • At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

    Additional Rules: =
    THREAT LIST:

  • Danger: Gray Maiden Guard
  • Villain: Queen Ileosa
  • Closing Henchmen: Akazurug, Vavana Dhatri, Gray Maiden Guards - Proxy A

    Scenario Level (#): 6

    Turn: 2, Heggal/kuey

    Random Cards:

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

    Spoiler:
    Warsworn
    CotCT
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 26
    Immune to Mental and Poison.
    Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
    If undefeated, suffer the scourge Drained.

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

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


    Spoiler:
    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:
    Infernal Warhounds
    CotCT
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    After the encounter, a random local character summons and encounters this monster.

    Barriers
    Spoiler:
    Paralytic Pulse
    CotCT
    Barrier 6
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom 15
    OR Disable 13
    When examined, move to this barrier's location and encounter it.
    After acting, a random local character summons and encounters the danger.
    If undefeated, each local character suffers the scourge Exhausted.

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

    Spoiler:
    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:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

    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.

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

    Spoiler:
    Dancing Dagger
    CotCT
    Weapon 6
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 17
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
    On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

    Spoiler:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

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

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


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

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


    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:
    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:
    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:
    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.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Items
    Spoiler:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

    Spoiler:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury this card.

    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:
    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:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

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

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

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

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

    Blessings
    Spoiler:
    The 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.

    Spoiler:
    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.

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Aric/AAUGHWHY
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 2 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Ukuja/Bigguyinblack
    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 3 Varian/Zalarian:
    Spoiler:
    Hourglass Card 3 Varian/Zalarian
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 4 Heggal/kuey:
    Spoiler:
    Hourglass Card 4 Heggal/kuey
    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 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Aric/AAUGHWHY
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Hourglass Card 6 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 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 7 Varian/Zalarian:
    Spoiler:
    Hourglass Card 7 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 8 Heggal/kuey:
    Spoiler:
    Hourglass Card 8 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 9 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 9 Aric/AAUGHWHY
    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 10 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Ukuja/Bigguyinblack
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 11 Varian/Zalarian:
    Spoiler:
    Hourglass Card 11 Varian/Zalarian
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 12 Heggal/kuey:
    Spoiler:
    Hourglass Card 12 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 13 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 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 14 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Ukuja/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 15 Varian/Zalarian:
    Spoiler:
    Hourglass Card 15 Varian/Zalarian
    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 16 Heggal/kuey:
    Spoiler:
    Hourglass Card 16 Heggal/kuey
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Hourglass Card 17 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 17 Aric/AAUGHWHY
    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 18 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Ukuja/Bigguyinblack
    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 19 Varian/Zalarian:
    Spoiler:
    Hourglass Card 19 Varian/Zalarian
    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 20 Heggal/kuey:
    Spoiler:
    Hourglass Card 20 Heggal/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 21 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 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 22 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Ukuja/Bigguyinblack
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 23 Varian/Zalarian:
    Spoiler:
    Hourglass Card 23 Varian/Zalarian
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 24 Heggal/kuey:
    Spoiler:
    Hourglass Card 24 Heggal/kuey
    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.
    Hourglass Card 25 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 25 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 26 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 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 27 Varian/Zalarian:
    Spoiler:
    Hourglass Card 27 Varian/Zalarian
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 28 Heggal/kuey:
    Spoiler:
    Hourglass Card 28 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 29 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Barracks Card 1:
    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.
    Barracks Card 2:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Barracks Card 3:
    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.
    Barracks Card 4:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.
    Barracks Card 5:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Barracks Card 6:
    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.
    Barracks Card 7:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Barracks Card 8:
    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.
    Barracks Card 9:
    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.
    Barracks Card 10:
    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.

    Location #2: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, None
    Chambers Card 1:
    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.

    Chambers Card 2:
    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.

    Chambers Card 3:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.
    Chambers Card 4:
    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.
    Chambers Card 5:
    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.
    Chambers Card 6:
    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.
    Chambers Card 7:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Chambers Card 8:
    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.
    Chambers Card 9:
    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.

    Chambers Card 10:
    Vavana Dhatri
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Enchanter
    Human
    To Defeat:
    Combat 17
    Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
    If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.

    Location #3: 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:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution skills are 1d12+4.
    * On this character's Strength checks, add 1d4.
    * At the end of the turn, banish.

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

    Throne Room Card 2:
    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.
    Throne Room Card 3:
    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 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.
    Throne Room Card 5:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.
    Throne Room Card 6:
    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.
    Throne Room Card 7:
    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.

    Throne Room Card 8:
    Staff of Greater Necromancy
    CotCT
    Item 6
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 12
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.
    Throne Room Card 9:
    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.
    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.

    Location #4: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Ukuja/Bigguyinblack, None
    Reading Room Card 1:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Reading Room Card 2:
    Pegg and Louie
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Wisdom
    Survival 13
    OR Suffer The Scourge Frightened 0
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
    Reading Room Card 3:
    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.
    Reading Room Card 4:
    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.
    Reading Room Card 5:
    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.
    Reading Room Card 6:
    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.
    Reading Room Card 7:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Reading Room Card 8:
    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.
    Reading Room 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.
    Reading Room 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 #5: 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: Heggal/kuey, None
    Oubliette Card 1:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Oubliette Card 2:
    Queen Ileosa
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Human
    Trigger
    To Defeat:
    Combat 22
    When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
    Immune to Mental.
    Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
    Oubliette Card 3:
    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.
    Oubliette Card 4:
    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.
    Oubliette Card 5:
    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.
    Oubliette Card 6:
    Cotct Gargoyle
    CotCT
    Monster 4
    Traits:
    Gargoyle
    To Defeat:
    Combat 21
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Oubliette Card 7:
    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.
    Oubliette Card 8:
    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.
    Oubliette Card 9:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
    Oubliette Card 10:
    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+#.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Library Card 1:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.
    Library Card 2:
    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.
    Library Card 3:
    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.
    Library Card 4:
    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.
    Library Card 5:
    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.
    Library Card 6:
    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.
    Library Card 7:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
    Library Card 8:
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Library Card 9:
    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.

    Library Card 10:
    Akaruzug
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 27
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers the scourge Drained.
    If defeated, rally a supporter of level 5 or below.

    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 ?: 15
    Located/Displayed Here: None
    Base Card 1:
    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 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:
    Shadowcount Sial
    CotCT
    Supporter 5
    Traits:
    Human
    Summoner
    Display. While displayed:
    * When a character encounters a summoned bane, you may bury to let that character evade it.
    * ? On your checks against Outsider banes, add 1d4.
    Base Card 4:
    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 5:
    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 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:
    Marcus Endrin
    CotCT
    Supporter 6
    Traits:
    Human
    Ranger
    Display. While displayed:
    * You may bury to move any number of characters.
    * ? On any combat check at a non-Underground location, you may bury to add 2d8.
    What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
    Base Card 8:
    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 9:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 10:
    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 11:
    Grandmaster Boule
    CotCT
    Supporter 6
    Traits:
    Human
    Rogue
    Display. While displayed:
    * You may bury to examine the top card of a location; if it is a boon, draw it.
    * ? On your check to acquire, you may bury a card to add 1d10.
    Base Card 12:
    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 13:
    Sabina Merrin
    CotCT
    Supporter 6
    Traits:
    Fighter
    Human
    Display. While displayed:
    * On your checks against Gray Maiden cards, add 1d4.
    * ? When a character suffers damage, you may bury to reduce it to 0.
    Base Card 14:
    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 15:
    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.


  • deck handler

    Out of Turn Updates: Nil
    Turn Order: Heggal, Varian, Aric, Ukuja,
    Turn: Turn 1: The Joke
    Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #5: Oubliette
    Explore:

    #1: Warband:

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

    Summoned Monster: 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.

    Reveal Lyrune-Quah Truthspeaker for +1d4+3
    BYA:
    Recharge Blessing of the Oathkeeper to bless twice
    Combat DC6+12: 1d8 + 5 + 1d4 + 3 + 2d8 ⇒ (2) + 5 + (1) + 3 + (8, 4) = 23 ==> Success

    Put Vengeful Storm into recovery for Divine+1d8+1d10+1d12.
    Recharge Lyrune-Quah Truthspeaker for +1d6
    Combat DC11+12: 1d8 + 4 + 1d8 + 1d10 + 1d12 + 1d6 ⇒ (3) + 4 + (7) + (4) + (5) + (4) = 27 ==> Defeated

    Discard Blessing of Abadar to explore again.

    #2: Queen Ileosa:

    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Human
    Trigger
    To Defeat:
    Combat 22
    When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
    Immune to Mental.
    Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.

    Putting rest of encounter in spoiler:

    Reveal Sklar-Quah Thundercaller for +1d4+3
    BYA: Divine DC10: 1d8 + 4 + 1d4 + 3 ⇒ (8) + 4 + (4) + 3 = 19 ==> Success

    Reload Ring of Stony Flesh for +1d6
    Display Burst of Glory for +1d6
    Display Sklar-Quah Thundercaller for +1d6
    Combat DC22: 1d8 + 5 + 1d6 + 1d6 + 1d6 + 1d4 + 3 ⇒ (5) + 5 + (4) + (2) + (5) + (4) + 3 = 28 ==> Defeated
    Villain flees to ???

    #5: Oubliette CLOSED!
    Heggal moves to #6: Library

    End Turn:
    Examine the top card ==> #1: Eternal Glyphs. Not boon.
    Burst of Glory: recharge random discard ==> Blessing of Abadar
    Recharge Sklar-Quah Thundercaller

    Recovery: Auto-fail ==> Discard Vengeful Storm, Burst of Glory
    Reset hand.

    Heggal (Life of the Party) wrote:

    Hand: Ring of Stony Flesh, Ukwar Axe, Evangelist, Grayflame Mace +2, Blessing of Cayden Cailean, Kazavon's Shield, Lookout, The Theater,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: #6: Library
    Hero Points: 1
    Tier.XP : 6.2
    Respect : 4
    Reroll Avail?: Yes
    NOTES:
    Available Support: Blessings: Use as needed
    Burst of Glory: +1d6 vs local bane
    Sklar-Quah Thundercaller: +1d6 all Str & Acrobatics
    Lyrune-Quah Truthspeaker: +1d6 local Wis & Divine
    Movement: If current location closes: #3: Cell

    Deck, Discard, Buried

    Spoiler:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shizuru, Blessing of Angradd, Chain Mail (Core), Grappler's Mask, Righteousness, Flaming Longsword +3, Lyrune-Quah Moon Maiden, Ruan Mirukova
    Recharged: Blessing of the Oathkeeper, Lyrune-Quah Truthspeaker, Blessing of Abadar, Sklar-Quah Thundercaller,
    Discard Pile: Vengeful Storm, Burst of Glory,
    Buried Pile:

    Skills and Powers
    Spoiler:

    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.

    "


    Deck Handler Desired upgrades meh

    Attempt to Guard. Summon blessing #1 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.

    divine 8 aided by location: 1d10 + 6 ⇒ (8) + 6 = 14

    Acquired and Reading Room guarded.


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

    When Heggal encounters Queen Ileosa, switch to TRR. Attempt to close

    Stealth 11: 1d10 + 6 ⇒ (8) + 6 = 14


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

    Out of Turn Updates: Can attempt to Guard during Heggal's turn; Throne Room defeat Rioting Mob
    Will display Create Mindscape at Throne Room
    Will reload Radovan to take point to use Knowledge + 6
    Charisma Check using Knowledge (INT) DC 6 with Harrow benefit (N/C): 1d12 + 6 + 6 + 1d4 + 1d4 ⇒ (4) + 6 + 6 + (3) + (1) = 20 Auto Success

    Rioting Mob:
    Rioting Mob
    Story Bane Barrier 0

    Traits
    Skirmish
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If undefeated, each character summons and encounters the story bane Thug.

    Turn Order: Heggal, Varian, Aric, Ukuja

    Turn - Hour: 2 - Hourglass Card 1 Aric/AAUGHWHY
    The Winged Serpent

    Hour Rules: Your ranged check is blessed

    SOT:

    Draw #(6) Cards and recharge #(6) Cards
    Draw: Radovan, Autumn Witch, Blessing of Osiris, Ice and Fire, Disintegrate, Volcanic Storm
    Recharge: Volcanic Storm, Rodrick, The Liar, Oparal, Staff of Dark Flame, Blessing of Osiris

    Will display Radovan

    Give Card: None
    Move: Stay at Throne

    Explore: Throne Room Card 1: Giant Form

    Giant Form:

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

    Create Mindscape adds d4
    Arcane Check DC 12: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 Success

    Will recharge Samisen to examine next 3 cards of my location

    Throne Room Card 2: Vortex of Madness TRIGGER..pausing examines

    Encounter: Throne Room Card 2: Vortex of Madness

    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.

    Create Mindscape adds d4
    Will recharge Giant Form for Urban assistance to add 1d4+1

    Intelligence Check DC 11: 1d12 + 4 + 1d4 + 1d4 + 1 ⇒ (8) + 4 + (4) + (2) + 1 = 19 Success
    continuing examines with samisen...
    Throne Room Card 3: Shining Child
    Throne Room Card 4: Henchman Proxy A2 - Gray Maiden Guards

    Will discard blessing of the Gods to explore
    Encounter: Throne Room Card 3: Shining Child

    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.

    For BYA, will ask Ukuja to recharge blessing green faith
    Will recharge Blessing of the Seventh Veil for Urban assistance to add 1d4+1
    Constitution Check DC 8: 1d4 + 1d4 + 1d4 + 1 ⇒ (2) + (2) + (2) + 1 = 7 No Success; am dazed

    Will use Ice & Fire and use create mindscape and reveal ice chemist
    Arcane Check DC 11+6+6=23: 1d12 + 6 + 2d8 + 3 + 1d4 + 1d4 ⇒ (9) + 6 + (5, 2) + 3 + (2) + (3) = 30 Success

    Varian ends his turn and examines top card of his location (Proxy A Gray Maiden). If Boon either bury a card or summon and encounter the danger
    Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).

    Varian recharges spell(s) Ice & Fire and then resets his hand.

    Reminder of Scenario changes:

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

    The Harrow suit is Crowns.
    Add 1d4 to Charisma non-combat checks.
    When you play your harrow, you may draw a random ally from your discards.

    At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

    "

    Varian wrote:

    Hand: Disintegrate, Ice Chemist, Autumn Witch, Life Drain, Magnetic Grimoire, Blessing of Master of Masters, Fire Snake, Eagle Aerie,

    Displayed: Create Mindscape, Radovan,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 1 // Varian has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    NOTES:
    Available Support: Blessings are available for use. (Osiris can be used to add d4 to healing check or cards shuffled into deck.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: Reading Room, Throne Room, Library, Chambers, Barracks, Base, Oubliette
    Other: Loot Pref: Sp6

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Staff of Greater Necromancy, i1Zellara's Harrow Deck, Crystal Ball
    Recharged: Volcanic Storm, Rodrick, The Liar, Oparal, Staff of Dark Flame, Blessing of Osiris, Samisen of Oracular Vision, Giant Form, Blessing of the Seventh Veil,
    Discard Pile:Blessing of the Gods,
    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)
    Additional Info 1: EOT examine location; if boon, bury a card or summon danger.

    Location #1: Barracks (Random 1-11) remain // 11=Bl or Villain
    Aric - Location #2: Chambers 1-10 remain
    Varian - Location #3: Throne Room 4-10 remain // 4=Proxy A Henchman
    Ukuja - Location #4: Reading Room 1-10 remain

    Heggal - Location #6: Library (Random 1-11) remain // 11=Bl or Villain
    Location #7: Base 1-15 remain


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

    I never added The Tyrant into my hand. Its there now

    Hour is Prayer: No Effect

    Start of turn, stay as TRR. Exchange Fortune Teller in kit for Ausio

    Move to Throne Room. End of move step examine top card of location: Grey Maiden Guard. Encounter her. On examine switch to Aric.

    Aric knows a thing or two about rallying people during a revolt and sees the tumult surrounding the Throne Room as an opportunity. He starts with the Card 1: Grey Maiden Guard stationed there.

    Diplomacy 12: 1d10 + 1d4 + 7 ⇒ (8) + (2) + 7 = 17

    With her on their side, he turns to the gathering Rioting Mob Summon and encounter Rioting Mob to close

    Diplomacy 12: 1d10 + 1d4 + 7 ⇒ (10) + (2) + 7 = 19

    He tells the mob to disperse into the city and rally the rest of the citizens against the treacherous queen. Even if their mission to eliminate her fails, an entire city organized against a common enemy is a very powerful backup plan. Throne Room is closed. I move back to Chambers and Varian moves to Reading Room

    Still end of move step, reveal Fortune Teller declaring Boon - Chambers Card 1: Breath of Life. Encounter it, but can't acquire. It shuffles back in.

    Taking Free Explore, Random Card: 1d10 ⇒ 1 Breath of Life again; still can't acquire it.

    Discard BoZon-Kuthon to explore again: 1d10 ⇒ 5

    Aric finds Card 5: Jasan Adriel in the chambers. Great minds really do think alike.

    Diplomacy 11: 1d10 + 1d4 + 7 ⇒ (2) + (4) + 7 = 13 On acquire, examine top card of location

    Random Card: 1d10 ⇒ 2 Ice Strike

    end of turn, examine top card of my location: Ice Strike. Summon and Encounter Danger: Gray Maiden Guard. On examine, exchange Ausio in kit with fortune teller

    Diplomacy 12: 1d10 + 1d4 + 7 ⇒ (6) + (1) + 7 = 14

    End turn

    "

    Aric wrote:

    Hand: Corrosive Backsword +4 (Finesse), Mask of the Red Raven, Dreamstalker, Heister, Jasan Adriel, Ausio Carowyn, The Tyrant,

    Displayed: The Lost Harrows,
    Kit: Fortune Teller, Isiem, Blessing of Bastet,
    Deck: 15 Discard: 1 Buried: 0
    NOTES:
    Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)

    Ausio: bury for +2d12 to local check to acquire.
    Zon-Kuthon: +2 dice on CON or check has Finesse

    Other: The Lost Harrows: Fortitude

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Evangelist, Serithtial, Glamered Leather Armor, Mask of Stolen Mien, Vampiric Backsword +3 (Finesse), Cockroach Coat, Shadowless Sword (Finesse), Dandy Brute, Blessing of the Midnight Lord, Quick-Change Mask, Silver War Paint, Clockwork Spy, Blessing of the Ancients, Blessing of The Vaultmaster
    Recharged: Lockpick Shield,
    Discard Pile: Blessing of Zon-Kuthon,
    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 ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
    [ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Notes for Ukuja: Blessing of the Green Faith
    Additional Info 1: EOT examine location; if boon, bury a card or summon danger.

    Location #1: Barracks (Random 1-11) remain // 11=Bl or Villain
    Aric - Location #2: Chambers 2, (1, 3-4, 6-10 Random) remain // 2=Ice Strike 1=Breath of Life

    Ukuja, Varian - Location #4: Reading Room 1-10 remain

    Heggal - Location #6: Library (Random 1-11) remain // 11=Bl or Villain
    Location #7: Base 1-15 remain


    Deck Handler Desired upgrades meh

    Prayer When this is the hour: No effect.

    Place Returning Totem Spear into kit. Draw Cure from kit.

    Ukuja will move to Base.

    Free explore. Draw 1. Keppira D'bear, 2. Truthspeaker Akram, 3. Shadowcount Sial, 4. Neolandus Kalepopolis, 5. Thousand Bones, 6. Krojun Eats-what-he-kills. Keep and display Neolandus Kalepopolis and draw a card: Blessing of the Green Faith (2). Bury Neolandus Kalepopolis to draw Risibeth from an earlier update.

    Discard Fire Gecko to explore. Draw 1. Keppira D'bear, 2. Truthspeaker Akram, 3. Shadowcount Sial, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin. Keep and display Keppira D'bear and draw a card: Moon Maiden Armor. Display Moon Maiden Armor.

    Cast Raise Animal to draw Fire Gecko. Discard Fire Gecko to explore. Draw 2. Truthspeaker Akram, 3. Shadowcount Sial, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus. Keep and display Shadowcount Sial and draw a card: Aspect of the Bull. Display Aspect of the Bull.

    Send Risibeth to recovery to explore. Draw 2. Truthspeaker Akram, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 9. Trinia Sabor. Keep and display Trinia Sabor and draw a card: Stone Axe +1.

    Discard The Healing Light to explore. Draw 2. Truthspeaker Akram, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 10.Cressida Kroft. Keep and display Cressida Kroft and draw a card: Elk. Bury Cressida Kroft to draw an attack spell: Random spell #1 Disintegrate. (Missing the Attack trait in the DB.)

    Discard Elk to explore. Draw 2. Truthspeaker Akram, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 11. Grandmaster Boule. Keep and display Thousand Bones and draw a card: Blessing of Milani.

    Discard Blessing of Milani to explore. Draw 2. Truthspeaker Akram, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 11. Grandmaster Boule, 12. Amin Jalento. Keep and display Amin Jalento and draw a card: Headband of Inspired Wisdom. Bury Amin Jalento to draw random items #1 and #2. Keep #2 The Lost Harrows

    Discard Blessing of Abadar to explore. Draw 2. Truthspeaker Akram, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 11. Grandmaster Boule, 13. Sabina Merrin. Keep and display Sabina Merrin and draw a card: Wendifisa Spear.

    Discard Blessing of the Green Faith (2) to explore. Draw 2. Truthspeaker Akram, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 11. Grandmaster Boule, 14. Ishani Dhatri. Keep and display Ishani Dhatri and draw a card: Druid of the Green Faith. Bury Ishani Dhatri to draw random blessing #2 Shelyn's Song

    Ukuja rides his Pteranodon to Reading Room.

    Reading Room Card 1: Enhance:

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

    Divine 5 auto acquire. Discard Druid of the Green Faith to draw Fire Gecko and explore.

    Reading Room Card 2: Pegg and Louie:

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

    Survival 13 casting Enhance for Wisdom, revealing Headband of Inspired Wisdom: 1d10 + 16 ⇒ (2) + 16 = 18

    Discard The Marriage drawing a random ally from discards: Druid of the Green Faith and explore.

    Reading Room Card 3: 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.

    Banish it. Discard Druid of the Green Faith to draw Elk and explore.

    Reading Room Card 4: 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.

    Dexterity 12 displaying The Lost Harrows (Dexterity), reveal Belt of Physical Might (core): 1d12 + 1d4 + 3 ⇒ (7) + (4) + 3 = 14

    Bury Thousand Bones to heal: 1d4 + 1 ⇒ (4) + 1 = 5

    Discard The Real Rabbit Prince to explore.

    The Real Rabbit Prince goes into?: 1d4 ⇒ 3 Ukuja's discard pile.

    Reading Room Card 5: 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.

    combat 11 +6 +6 revealing Wendifisa Spear for survival, blessed by The Real Rabbit Prince, aided by Enhance, revealing Headband of Inspired Wisdom: 2d10 + 1d12 + 17 ⇒ (3, 2) + (7) + 17 = 29

    AYA fire dmg: 1d4 - 1 ⇒ (3) - 1 = 2
    reveal Pegg and Louie to reduce dmg by: 1d6 ⇒ 6

    Discard Stone Axe +1 to the 1 mental dmg. Discard Elk to explore.

    Reading Room Card 6: 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.

    Auto acquire. Discard Shelyn's Song to explore.

    Reading Room Card 7: Red War Paint:

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

    fortitude 7 revealing Belt of Physical Might (core): 1d6 + 1d4 + 2 ⇒ (3) + (1) + 2 = 6

    Discard Fire Gecko to explore.

    Reading Room Card 8: Henchman Proxy A3/Gray Maiden Guard:
    Gray Maiden Guard
    Story Bane Monster 2

    Traits:
    Human
    Fighter
    Gray Maiden
    Veteran

    Check:
    Combat
    11+##
    OR
    Charisma
    Diplomacy
    6+#

    Powers:
    If undefeated, shuffle a new barrier into your location.

    combat 11 +6 +6 revealing Wendifisa Spear for survival, aided by Fire Gecko, aided by Enhance, revealing Headband of Inspired Wisdom, aided by Sabina Merrin: 1d10 + 1d12 + 2d4 + 17 ⇒ (4) + (3) + (3, 1) + 17 = 28

    Summon and encounter random blessing #3 to close.

    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.

    Harrow blessing so auto acquire. On close heal Blessing of the Green Faith (2). Move to Chambers.

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

    End of turn examine top card of Chambers: Card #2 Ice Strike. Summon Gray Maiden Guards then evade with Giant Chameleon.

    Elk is recharged from discard. During Recovery discard top of deck to reload Risibeth.

    Ukuja ends their turn.

    Ukuja attempts to recover all cards in their Recovery pile.
    Raise Animal: Divine 12: 1d10 + 7 ⇒ (3) + 7 = 10 -> Raise Animal discarded.
    Cure: Divine 8: 1d10 + 7 ⇒ (1) + 7 = 8 -> Cure recharged.
    Enhance: Divine 7: 1d10 + 7 ⇒ (9) + 7 = 16 -> Enhance recharged.

    Ukuja resets their hand.

    Ukuja wrote:

    Hand: Wendifisa Spear, Disintegrate, Belt of Physical Might (core), Headband of Inspired Wisdom, Shadowcat, Pegg and Louie, The Mute Hag, Risibeth, Orison,

    Displayed: Giant Chameleon, Python, Blackjack's Gear, Keppira D'bear, Moon Maiden Armor, Shadowcount Sial, Aspect of the Bull, Trinia Sabor, The Lost Harrows, Sabina Merrin,
    "Current Location: Chambers
    Kit: Blackjack's Rapier, Returning Totem Spear, Blackjack's Daggers, "
    Deck: 14 Discard: 5 Buried: 0
    "NOTES:
    Available Support: Folio reroll:

    Risibeth: Display. While displayed: On local combat and Charisma checks, you may reroll a die. At the end of the turn, bury.

    The Lost Harrows: Dexterity 1d12 +3 (+6 when hour is harrow)

    Keppira D'bear: * On all checks against Undead banes, add 1d4.

    Shadowcount Sial: * When a character encounters a summoned bane, you may bury to let that character evade it.

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

    Sabina Merrin: * On your checks against Gray Maiden cards, add 1d4.
    * When a character suffers damage, you may bury to reduce it to 0.

    Blessings are available for use.

    Orison: On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.

    Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.

    The Mute Hag: Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.

    Pegg and Louie: When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Movement: Move me to Cell 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), Call Animal, Fire Gecko, Blessing of the Green Faith (1), Pteranodon, Blessing of Milani, Shelyn's Song, Huntsman's Greatsword +2, Blessing of Abadar, The Marriage, Dwarf Caiman
    Recharged: Elk, Cure, Enhance,
    Discard Pile: Stone Axe +1, The Healing Light, Raise Animal, The Real Rabbit Prince, Druid of the Green Faith,
    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: 2
    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
    Fortitude: Constitution +2
    Stealth: Dexterity +2

    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 ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] 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: Acquired 1. Keppira D'bear, 3. Shadowcount Sial, 4. Neolandus Kalepopolis, 5. Thousand Bones, 9. Trinia Sabor, 10. Cressida Kroft, 12. Amin Jalento, 13. Sabina Merrin, 14. Ishani Dhatri

    Acquired Risibeth, Random spell #1 Disintegrate, random item #2 The Lost Harrows, Random blessings #2 Shelyn's Song and #3 The Mute Hag.

    Acquired Reading Room cards 1, 2, 4, and 6. Reading Room is closed.

    Ukuja is at Chambers.


    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    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:

  • At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

    Additional Rules: =
    THREAT LIST:

  • Danger: Gray Maiden Guard
  • Villain: Queen Ileosa
  • Closing Henchmen: Akazurug, Vavana Dhatri, Gray Maiden Guards - Proxy A

    Scenario Level (#): 6

    Turn: 5, Varian/Zalarian

    Random Cards:

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

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

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


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

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

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

    Spoiler:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

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

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

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

    Spells
    Spoiler:
    Boneshatter
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 16 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:
    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.


    Spoiler:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 16
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.


    Spoiler:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

    Armors
    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    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:
    Ring of Energy Resistance
    CotCT
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.

    Spoiler:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


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

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


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

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

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

    Spoiler:
    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:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

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

    Spoiler:
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

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

    Spoiler:
    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.

    Hour Power: After your exploration, you may move to a random location.

    Current Hour:

    The Lucky Drunk:
    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.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Heggal/kuey:
    Spoiler:
    Hourglass Card 1 Heggal/kuey
    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 2 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 2 Aric/AAUGHWHY
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Hourglass Card 3 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 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 4 Varian/Zalarian:
    Spoiler:
    Hourglass Card 4 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 5 Heggal/kuey:
    Spoiler:
    Hourglass Card 5 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 6 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 6 Aric/AAUGHWHY
    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 7 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Ukuja/Bigguyinblack
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 8 Varian/Zalarian:
    Spoiler:
    Hourglass Card 8 Varian/Zalarian
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 9 Heggal/kuey:
    Spoiler:
    Hourglass Card 9 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 10 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 10 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 11 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Ukuja/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Varian/Zalarian:
    Spoiler:
    Hourglass Card 12 Varian/Zalarian
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Heggal/kuey:
    Spoiler:
    Hourglass Card 13 Heggal/kuey
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Hourglass Card 14 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 14 Aric/AAUGHWHY
    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 15 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Ukuja/Bigguyinblack
    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 Varian/Zalarian:
    Spoiler:
    Hourglass Card 16 Varian/Zalarian
    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 17 Heggal/kuey:
    Spoiler:
    Hourglass Card 17 Heggal/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 18 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 18 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 19 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Ukuja/Bigguyinblack
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 20 Varian/Zalarian:
    Spoiler:
    Hourglass Card 20 Varian/Zalarian
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 21 Heggal/kuey:
    Spoiler:
    Hourglass Card 21 Heggal/kuey
    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.
    Hourglass Card 22 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 22 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 23 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 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 24 Varian/Zalarian:
    Spoiler:
    Hourglass Card 24 Varian/Zalarian
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 25 Heggal/kuey:
    Spoiler:
    Hourglass Card 25 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 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.

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None

    Barracks Card 1:
    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.
    Barracks Card 2:
    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.
    Barracks Card 3:
    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.
    Barracks Card 4:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Barracks Card 5:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Barracks Card 6:
    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.
    Barracks Card 7:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Barracks Card 8:
    Queen Ileosa
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Human
    Trigger
    To Defeat:
    Combat 22
    When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
    Immune to Mental.
    Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
    Barracks Card 9:
    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.
    Barracks Card 10:
    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.
    Barracks Card 11:
    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.

    Location #2: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
    Chambers Card 1 (Ice Strike):
    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.

    Chambers Card 2:
    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.
    Chambers Card 3:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.
    Chambers Card 4:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Chambers Card 5:
    Vavana Dhatri
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Enchanter
    Human
    To Defeat:
    Combat 17
    Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
    If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.
    Chambers Card 6:
    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.
    Chambers 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.
    Chambers Card 8:
    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.

    Chambers Card 9:
    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.


    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Heggal/kuey, Varian/Zalarian, None
    Library Card 1 (Eternal Glyphs):
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.
    Library Card 2:
    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.
    Library Card 3:
    Akaruzug
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 27
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers the scourge Drained.
    If defeated, rally a supporter of level 5 or below.
    Library Card 4:
    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.
    Library Card 5:
    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.

    Library Card 6:
    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.
    Library Card 7:
    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.
    Library Card 8:
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Library Card 9:
    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.
    Library Card 10:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
    Library Card 11:
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
    Located/Displayed Here: None
    Base Card 1 (Truthspeaker Akram):
    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 2 (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 3 (Marcus Endrin):
    Marcus Endrin
    CotCT
    Supporter 6
    Traits:
    Human
    Ranger
    Display. While displayed:
    * You may bury to move any number of characters.
    * ? On any combat check at a non-Underground location, you may bury to add 2d8.
    What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
    Base Card 4 (Laori Vaus):
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 5 (Grandmaster Boule):
    Grandmaster Boule
    CotCT
    Supporter 6
    Traits:
    Human
    Rogue
    Display. While displayed:
    * You may bury to examine the top card of a location; if it is a boon, draw it.
    * ? On your check to acquire, you may bury a card to add 1d10.
    Base Card 6:
    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.


  • deck handler

    Out of Turn Updates: Nil
    Turn Order: Heggal, Varian, Aric, Ukuja,
    Turn: Turn 5: The Lucky Drunk
    Hour Power: After your exploration, you may move to a random location.
    SOT: Nil
    Give Card: Nil
    Move: Move to #2: Chambers
    Explore:

    #1: 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.

    Reveal Lookout for +1d4+3
    Divine DC12: 1d8 + 4 + 1d4 + 3 ⇒ (3) + 4 + (2) + 3 = 12 ==> Acquired

    Discard Blessing of Cayden Cailean to explore again.

    #2: 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.

    Reveal Lookout for +1d4+3
    Reveal Evangelist for +1
    BYA: Constitution DC8: 1d6 + 1d4 + 3 + 1 ⇒ (1) + (1) + 3 + 1 = 6 Use folio reroll on 1d6
    BYA: Constitution DC8: 1d6 + 1 + 3 + 1 ⇒ (1) + 1 + 3 + 1 = 6 Sigh. And I can't reduce this damage because of the monster power
    1 Poison Damage ==> Discard Ukwar Axe
    Suffer Poison Scourge

    Reveal Grayflame Mace +2 for Melee+1d8+2; recharge Ice Strike for +Divine
    Reveal Evangelist for +1
    Combat DC18: 1d8 + 5 + 1d8 + 2 + 1d8 + 4 + 1d4 + 3 + 1 ⇒ (1) + 5 + (1) + 2 + (6) + 4 + (2) + 3 + 1 = 25 ==> Defeated

    Discard The Theater to examine and explore again.

    #3: Forbiddance:

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

    Reveal Lookout for +1d4+3
    Recharge Evangelist for +1d6
    Divine DC15: 1d8 + 4 + 1d6 + 1d4 + 3 ⇒ (1) + 4 + (2) + (2) + 3 = 12 Spend 1 Hero Point (1 to 0) to reroll
    Divine DC15: 1d8 + 4 + 1d6 + 1d4 + 3 ⇒ (8) + 4 + (6) + (4) + 3 = 25 ==> Defeated

    End Turn:
    Examine top card ==> #4: Foes On All Sides, not boon
    Reset hand.
    Poisoned: Recharge random card ==> Ruan Mirukova
    Drew Chain Mail (Core); Display at next SoT.

    "

    Heggal (Life of the Party) wrote:

    Hand: Grayflame Mace +2, Kazavon's Shield, Ring of Stony Flesh, Lookout, Righteousness,

    Displayed: Chain Mail (Core),
    Deck: 12 Discard: 5 Buried: 0
    Current Location: #2: Chambers
    Hero Points: 0
    Tier.XP : 6.2
    Reroll Avail?: No // Heggal (Life of the Party) has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: Blessings: Use as needed
    Lookout: +1d6 Perception
    Movement: If current location closes: #6: Library

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flaming Longsword +3, Grappler's Mask, Blessing of Angradd, Lyrune-Quah Moon Maiden, Blessing of Shizuru
    Recharged: Blessing of the Oathkeeper, Lyrune-Quah Truthspeaker, Blessing of Abadar, Sklar-Quah Thundercaller, Ice Strike, Evangelist, Ruan Mirukova,
    Discard Pile: Vengeful Storm, Burst of Glory, Blessing of Cayden Cailean, Ukwar Axe, The Theater,
    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)
    Notes for Heggal: Poisoned.
    Notes for Ukuja: Blessing of the Green Faith
    Additional Info 1: EOT examine location; if boon, bury a card or summon danger.

    Location #1: Barracks 1-11 remain // ?=Bl or Villain
    Aric, Ukuja, Heggal - Location #2: Chambers 4-9 remain // 4=Foes On All Sides ?=Breath of Life

    Varian - Location #6: Library 1-11 remain // 1=Eternal Glyphs ?=Bl or Villain
    Location #7: Base 1-6 remain // 1=Truthspeaker Akram 2=Krojun Eats-what-he-kills 3=Marcus Endrin 4=Laori Vaus 5=Grandmaster Boule


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

    Out of Turn Updates: Create Mindscape is discarded from Aric's turn; frightened is removed due to location closing
    Turn Order: Heggal, Varian, Aric, Ukuja

    Turn - Hour: 6 - Hourglass Card 1 Heggal/kuey Pharasma's Knowing
    Hour Rules: On your check against an Undead card, add 1d6.

    SOT:

    Draw #(6) Cards and recharge #(6) Cards
    Draw: Crystal Ball
    i1Zellara's Harrow Deck
    Staff of Greater Necromancy
    Volcanic Storm
    Rodrick
    The Liar
    Recharge: Staff of Greater Necromancy
    Disintegrate
    Ice Chemist
    Eagle Aerie
    Life Drain
    Autumn Witch

    Give Card: None
    Move: Stay at Library
    Location Powers: On your check against a spell or a Book boon, add 1d6.

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

    Will reload Radovan to deal with trap
    Disable Check using Knowledge (INT) DC 12: 1d12 + 6 + 6 ⇒ (2) + 6 + 6 = 14 Auto Success

    Will discard crystal ball to examine 3, reorder, and explore

    put in the following order:
    Library Card 3: Akaruzug
    Library Card 2: Wand of Flame
    Library Card 4: Cytillipede

    Explore: Library Card 3: Akaruzug

    Akaruzug:

    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 27
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers the scourge Drained.
    If defeated, rally a supporter of level 5 or below.

    Varian becomes Drained. He will reveal Volcanic Storm (Akaruzug is vulnerable to bludgeoning), discard blessing of the Master of Masters to add 2 dice, and reveal grimoire to add d4.

    Arcane Check DC 27: 1d12 + 6 + 3d6 + 4 + 2d12 + 1d4 - 7 ⇒ (12) + 6 + (2, 2, 4) + 4 + (9, 6) + (4) - 7 = 42 Success..I will rally Neolandus Kalepopolis back to my side

    Will attempt to close library

    Will recharge Magnetic Grimoire for Urban assistance to add 1d4+1
    Knowledge Check DC 5+6=11: 1d12 + 6 + 1d4 + 1 ⇒ (4) + 6 + (2) + 1 = 13 Success
    No villain...Library is closed..will move to Barracks

    Will discard Rodrick to draw create Mindscape and display at barracks

    Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
    Barracks Card 2: Baykok TRIGGER

    Force Damage: 1d6 ⇒ 4 Will discard hand (2 cards)
    Barracks Card 1: Andachi
    Barracks Card 3: Scabbard of Keen Edges
    [/ooc]

    During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4. Heggal reveals lookout and Create Mindscape adds d4
    Perception Check DC 12: 1d6 + 1 + 1d6 + 1d4 ⇒ (3) + 1 + (6) + (1) = 11 No Success

    Varian ends his turn and examines top card of his location (Barracks Card 2: Baykok TRIGGER) but his hand is still empty. If Boon either bury a card or summon and encounter the danger
    Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).

    Varian recharges spell(s) Firesnake, Volcanic Storm and then resets his hand.

    Will display Radovan after SOT

    Reminder of Scenario changes:

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

    The Harrow suit is Crowns.
    Add 1d4 to Charisma non-combat checks.
    When you play your harrow, you may draw a random ally from your discards.

    At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

    "

    Varian wrote:

    Hand: Staff of Dark Flame, Ice and Fire, Samisen of Oracular Vision, Oparal, Blessing of Osiris, Blessing of the Seventh Veil, Giant Form,

    Displayed: Radovan, Create Mindscape,
    Deck: 9 Discard: 6 Buried: 0
    Hero Points: 1 // Varian 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.


    NOTES:
    Available Support: Blessings are available for use. (Osiris can be used to add d4 to healing check or cards shuffled into deck.)
    Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
    Movement: Order for my movement: Reading Room, Throne Room, Library, Chambers, Barracks, Base, Oubliette
    Other: Loot Pref: Sp6

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: 0
    Recharged: Staff of Greater Necromancy, Disintegrate, Ice Chemist, Eagle Aerie, Life Drain, Autumn Witch, Magnetic Grimoire, Fire Snake, Volcanic Storm,
    Discard Pile:Blessing of the Gods, Crystal Ball, Blessing of Master of Masters, Rodrick, The Liar, 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 Varian: drained
    Notes for Heggal: Poisoned.
    Additional Info 1: EOT examine location; if boon, bury a card or summon danger.

    Varian - Location #1: Barracks 2,1,3,4-11 remain // 2=Baykok,1=Andachi,3=Scabbard of Keen Edges
    Aric, Ukuja, Heggal - Location #2: Chambers 4-9 remain // 4=Foes On All Sides ?=Breath of Life
    Location #7: Base // 1=Truthspeaker Akram 2=Krojun Eats-what-he-kills 3=Marcus Endrin 4=Laori Vaus 5=Grandmaster Boule


    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    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:

  • At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

    Additional Rules: =
    THREAT LIST:

  • Danger: Gray Maiden Guard
  • Villain: Queen Ileosa
  • Closing Henchmen: Akazurug, Vavana Dhatri, Gray Maiden Guards - Proxy A

    Scenario Level (#): 6

    Turn: 7, Aric/AAUGHWHY

    Random Cards:

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

    Spoiler:
    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:
    Immortal Ichor
    CotCT
    Monster 6
    Traits:
    Ooze
    To Defeat:
    Combat 23
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.

    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:
    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.

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

    Spoiler:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

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

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

    Spoiler:
    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.

    Weapons
    Spoiler:
    Serithtial
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Finesse
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 19
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.

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

    Spoiler:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    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:
    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.

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

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


    Spoiler:
    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:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

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

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


    Spoiler:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.


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

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

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Items
    Spoiler:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


    Spoiler:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    Spoiler:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.

    Spoiler:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

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

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

    Spoiler:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, 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:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

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

    Spoiler:
    The 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.

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

    Spoiler:
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

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

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 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 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
    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 4 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Aric/AAUGHWHY
    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 5 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Ukuja/Bigguyinblack
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 6 Varian/Zalarian:
    Spoiler:
    Hourglass Card 6 Varian/Zalarian
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 7 Heggal/kuey:
    Spoiler:
    Hourglass Card 7 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 8 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 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 9 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Ukuja/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Varian/Zalarian:
    Spoiler:
    Hourglass Card 10 Varian/Zalarian
    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 11 Heggal/kuey:
    Spoiler:
    Hourglass Card 11 Heggal/kuey
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Hourglass Card 12 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 12 Aric/AAUGHWHY
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Hourglass Card 13 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Ukuja/Bigguyinblack
    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 14 Varian/Zalarian:
    Spoiler:
    Hourglass Card 14 Varian/Zalarian
    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 15 Heggal/kuey:
    Spoiler:
    Hourglass Card 15 Heggal/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 16 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
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 18 Varian/Zalarian:
    Spoiler:
    Hourglass Card 18 Varian/Zalarian
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 19 Heggal/kuey:
    Spoiler:
    Hourglass Card 19 Heggal/kuey
    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.
    Hourglass Card 20 Aric/AAUGHWHY:
    Spoiler:
    Hourglass Card 20 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 21 Ukuja/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 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 22 Varian/Zalarian:
    Spoiler:
    Hourglass Card 22 Varian/Zalarian
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 23 Heggal/kuey:
    Spoiler:
    Hourglass Card 23 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 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.

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Varian/Zalarian, Create Mindscape displayed

    Barracks Card 1 (Baykok):
    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.
    Barracks Card 2 (Andachi):
    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.
    Barracks Card 3 (Scabbard of Keen Edges):
    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.
    Barracks Card 4:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Barracks Card 5:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Barracks Card 6:
    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.
    Barracks Card 7:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Barracks Card 8:
    Queen Ileosa
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Human
    Trigger
    To Defeat:
    Combat 22
    When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
    Immune to Mental.
    Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
    Barracks Card 9:
    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.
    Barracks Card 10:
    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.
    Barracks Card 11:
    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.

    Location #2: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
    Chambers Card 1 (Foes On All Sides):
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Chambers Card 2:
    Vavana Dhatri
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Enchanter
    Human
    To Defeat:
    Combat 17
    Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
    If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.
    Chambers Card 3:
    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.
    Chambers Card 4:
    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.
    Chambers Card 5:
    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.

    Chambers Card 6:
    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.


    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
    Located/Displayed Here: None
    Base Card 1 (Truthspeaker Akram):
    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 2 (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 3 (Marcus Endrin):
    Marcus Endrin
    CotCT
    Supporter 6
    Traits:
    Human
    Ranger
    Display. While displayed:
    * You may bury to move any number of characters.
    * ? On any combat check at a non-Underground location, you may bury to add 2d8.
    What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
    Base Card 4 (Laori Vaus):
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 5 (Grandmaster Boule):
    Grandmaster Boule
    CotCT
    Supporter 6
    Traits:
    Human
    Rogue
    Display. While displayed:
    * You may bury to examine the top card of a location; if it is a boon, draw it.
    * ? On your check to acquire, you may bury a card to add 1d10.
    Base Card 6:
    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.


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

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

    Start of turn, Switch to TRR. Exchange Ausio with Fortune Teller in kit

    Move step: Move to Barracks. End of move step, examine Card 1:Baykok, which triggers

    Baykok Trigger Force Damage: 1d6 ⇒ 6 Ouch! I'm tempted to use Sabina Merrin to negate that damage, but would be 1d4 vs Grey Maidens be more valuable for the team as a whole? I'm going to use Sabina Merrin to negate the damage and hopefully this will be a good turn

    Baykok BA doesn't apply. For the combat, Reveal Corrosive Backsword +4 for Melee+1d6+4. Weapon Finesse gives me Melee: DEX+3. Keppira and location add 1d4 each.

    Combat 21: 1d10 + 1d6 + 4 + 2d4 + 7 ⇒ (8) + (4) + 4 + (2, 2) + 7 = 27 Defeated

    Still end of move step, reveal Fortune Teller declaring Boon. Examine and encounter Card 2: Andachi. On examine, switch to Aric

    location increases Diplo difficulty: 1d4 ⇒ 1
    Diplomacy 13: 1d10 + 1d4 + 7 ⇒ (4) + (2) + 7 = 13 Acquired!

    Free explore. Explore Card 3: Scabbard of Keen Edge. Taking Varian's Blessing of Sivanah to bless twice

    INT 12: 3d8 ⇒ (4, 4, 6) = 14 Acquired. On acquire, examine top card of my location: Grey Maiden Guard. Switch to TRR

    Discard Jasan Adriel to explore again ane Encounter Grey Maiden Guard. For the combat, reveal Corrosive Backsword +4 for Melee+1d6+4. Weapon Finesse gives me Melee: DEX+3. Location adds 1d4. Reload The Tyrant to bless, which lets me draw Jasan Adriel from discards

    Tyrant discard cards: 1d4 - 2 ⇒ (3) - 2 = 1

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