[Gameday VIII][PACS] Year of Rotting Ruin by Mhuirich

Game Master Mhuirich

Turn Order
1. kuey/Raheli
2. Matsu Kurisu/Zetha
3. Akaitora/Arueshalae
4. MauveAvengr/Ostog

Reference Sheet

Supporter Rules

Rallied Supporters

Pathfinder Chronicler:

Supporter 0
Traits: Human Bard

Display. While displayed:

  • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
  • ☐ You may bury to examine the top 3 cards of any location.

    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

  • Pathfinder Bodyguard:

    Supporter 0
    Traits: Human Fighter

    Display. While displayed:

  • When a local character suffers damage, you may bury to reduce it to 0.
  • ☐ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.

  • Boors:

    None Supporter 2
    Traits: Human Ranger
    Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.

    Moise:

    None Supporter 2
    Traits: Human Hunter
    Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.

    Ketrik:

    None Supporter 2
    Traits: Human Fighter Veteran
    Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Jayna Lemore:

    None Supporter 3
    Traits: Human Paladin
    Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.


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    Zetha forgot the AD3 effect; moving Manticore (Monster 3), Restorative Touch (Spell 3), Drowning Mud or Trapped Chest: 1d2 ⇒ 1 to Location: 1d5 ⇒ 4 Graveyard.

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

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

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

    Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

    During This Scenario: If the story bane Mysterious Relic is not displayed, you cannot guard.

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

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

    When the Mysterious Relic is defeated, display it.

    Additional Rules:

    Wildcards

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

    Harrow: The Survivor, Suit: Shields:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore.

    Story Banes

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.

    1. Ancient Skeleton:

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

    2. Wight:

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

    3. Zombie Minion:

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

    3. Mummy:

    Core Story Bane 2
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    5. Vampire:

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

    6. Wraith:

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

    Villain: Lich (Trazavai)
    Henchmen (Closing): Vampire, Mummy, Carrion Golem, Wights—Proxy A

    Wight:

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

    Scenario Level (#): 3

    Turn: 3, Arueshalae/Akaitora

    Random Cards:

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

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

    Spoiler:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Spoiler:
    Deadfall Scorpion
    Core
    Monster 2
    Traits:
    Poison
    Vermin
    To Defeat:
    Combat 13
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.

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

    Barriers
    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

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

    Spoiler:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Spoiler:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Weapons
    Spoiler:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

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

    Spoiler:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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

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


    Spoiler:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

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


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

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

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


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

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

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

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

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

    Items
    Spoiler:
    Horn of Blasting
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

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

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


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

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

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


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

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

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

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

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

    Spoiler:
    Gang Enforcer
    CotCT
    Ally 1
    Traits:
    Human
    Rogue
    To Acquire:
    Charisma
    Diplomacy
    Stealth 7
    OR Banish A Boon 0
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Blessings
    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:
    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.

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

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

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/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 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    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 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/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 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    Lady Despair
    Core
    Blessing 3
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
    Hourglass Card 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    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 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Ostog/MauveAvengr
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 14 Raheli/kuey:
    Spoiler:
    Hourglass Card 14 Raheli/kuey
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Hourglass Card 15 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Zetha/MatsuKurisu
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 16 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 16 Arueshalae/Akaitora
    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 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 18 Raheli/kuey:
    Spoiler:
    Hourglass Card 18 Raheli/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 19 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 Zetha/MatsuKurisu
    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 20 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 20 Arueshalae/Akaitora
    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 21 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 21 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 22 Raheli/kuey:
    Spoiler:
    Hourglass Card 22 Raheli/kuey
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 23 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 Zetha/MatsuKurisu
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 24 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 24 Arueshalae/Akaitora
    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.
    Hourglass Card 25 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 25 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 26 Raheli/kuey
    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 27 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 27 Zetha/MatsuKurisu
    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.

    Location #0: 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:
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 2:
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 3:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 4:
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 5:
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 6:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Blood Pool Card 1:
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Blood Pool Card 2:
    Frost Longspear
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Cold
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Blood Pool Card 3:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Blood Pool Card 4:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.
    Blood Pool Card 5:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
    Blood Pool Card 6:
    Carrion Golem
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 14
    Immune to Attack, Mental, and Poison.
    Before acting, discard the top card of your deck.
    If undefeated, suffer the scourge Plagued.
    Blood Pool Card 7:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Blood Pool Card 8:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Blood Pool Card 9:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Blood Pool Card 10:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Location #3: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Lair Card 1:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Lair Card 2:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    Lair Card 3:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
    Lair Card 4:
    Fangs of Diomazul
    CotCT
    Barrier 3
    Traits:
    Construct
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Stealth 11
    If undefeated, display this barrier at your location. While displayed, at this location:
    * When you explore, suffer 1d4 Combat damage.
    * For your first exploration of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Lair Card 5:
    Enormous Reefclaw
    CotCT
    Monster 3
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 19
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.
    Lair Card 6:
    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.
    Lair Card 7:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Lair Card 8:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Lair Card 9:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Lair Card 10:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Location #4: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 5 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, None
    Graveyard Card 1:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.
    Graveyard Card 2:
    Garden Guardian
    CotCT
    Monster 3
    Traits:
    Outsider
    Plant
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
    Graveyard Card 3:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Graveyard Card 4:
    Snakebite Dagger
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 7
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Graveyard Card 5:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Graveyard Card 6:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
    Graveyard Card 7:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Graveyard Card 8:
    Vampire
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#

    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Graveyard Card 9:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
    Graveyard Card 10:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 11:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Location #5: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Pits Card 1:
    Mob of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
    Pits Card 2:
    Naval Hero
    CotCT
    Ally 2
    Traits:
    Human
    Swashbuckler
    To Acquire:
    Charisma
    Diplomacy
    Melee 9
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.
    Pits Card 3:
    Sonic Blast
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

    Pits Card 4:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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

    Pits Card 5:
    Humanbane Rapier
    CotCT
    Weapon 2
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 11
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
    Pits Card 6:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Pits Card 7:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Pits Card 8:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Pits Card 9:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
    Pits Card 10:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Starting Arueshalae's turn. The hour is Sands of the Hour.

    Arueshalae will explore Lair to encounter Lair Card 1: Magic Klar. For her check to acquire, Arueshalae will recharge Priest of Abadar to add 1d6 and then reveal her Swallowtail Bracers to add 1 to her non-combat check.

    CtA Constitution 9: 2d6 ⇒ (5, 1) = 6

    Banished.

    I unfortunately have no other ways to explore, so I'll end my turn and reset my hand.

    Arueshalae wrote:

    Hand: Balmberry, Heavy Crossbow, Plague Mask, Deathbane Light Crossbow, Swallowtail Bracers, Desna's Freedom,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Lair
    Hero Points: 2
    NOTES:
    Available Support: Balmberry can be banished when someone has a scourge to remove it, also healing 1. Heavy Crossbow can be discarded to add 1d8 to a distant combat check.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Marriage, Frost Longbow, Lady Luck, Glamered Leather Armor, Cerulean Mastermind, Charm Person, Lamashtu's Madness, Orison, Starbow, The Mute Hag
    Recharged: Priest of Abadar,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Arueshalae's Gift is currently displayed on Ostog, adding 1d4+1 to Strength checks until further notice.
    Turn: Turn 4 - The Trumpet

    The Trumpet:
    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.

    Hour Power: Ignore cards' before acting powers.

    SOT: N/a
    Move: Stay at Lair
    Explore: Magic Chain Shirt

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

    Fortitude 7: 1d10 + 2 ⇒ (1) + 2 = 3

    Not acquired. Will discard Legionnaire Chaplain to explore again. Reduce all damage by 1.

    Explore 2: Shock Kukri

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

    Add Arueshalae's Gift.

    Melee 12: 1d10 + 5 + 1d4 + 1 ⇒ (2) + 5 + (3) + 1 = 11

    Terrible rolls. Will hold off on exploring.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Dwarven Earthbreaker +1, Greatsword, Topaz of Strength, Iomedae's Justice,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Lair
    Hero Points: 3
    Paizo Reroll: Not used
    NOTES:
    Available Support: Blessings!
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shax, Blessing of the Samurai 1, Plaguebringer's Mask, Smith, Quartermaster, Wounding Spear-Axe +1, Greatclub +1, Orange War Paint, Blessing of Gorum, Improvised Club, Blessing of Tsukiyo, Shock Glaive +1, Blessing of the Gods
    Recharged:
    Discard Pile: Legonnaire Chaplain,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapon
    POWERS:
    You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
    When another local character moves during their move step, you may move to an open location.
    ☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    ☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
    ☐ Before you reset your hand, you may recharge any number of weapons (☐ and items).
    ☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)
    "Additional Info 1: Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
    Additional Info 2: During This Scenario: If the story bane Mysterious Relic is not displayed, you cannot guard.
    The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
    When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
    When the Mysterious Relic is defeated, display it.
    "
    Base 1-6 remain
    Zetha - Blood Pool 1-10 remain
    Arueshalae, Ostog - Lair 4-10 remain
    Raheli - Graveyard 1-11 remain // ?= Manticore; ?= Restorative Touch; ?=Drowning Mud
    Pits 1-10 remain


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 5: The Big Sky
    Hour Power: At the start of your turn, you may remove 1 of your scourges.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #4: Graveyard
    Explore:

    #1: Vampire Spawn:

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

    Recharge Blessing of Kofusachi for Dex+2d8
    Combat DC15: 1d10 + 3 + 2d8 ⇒ (8) + 3 + (7, 2) = 20 ==> Defeated
    Recharge Shy Ratani to place 1 marker on cohort

    Discard Blessing of Milani to explore again.

    #2: Garden Guardian:

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

    Recharge Sergeant-at-arms for +1d6
    BYA: Constitution DC7: 1d6 + 1d6 ⇒ (4) + (5) = 9 ==> Success

    Recharge Binder's Tome for Dex+2d8
    Combat DC15: 1d10 + 3 + 2d8 ⇒ (6) + 3 + (4, 7) = 20 ==> Defeated
    Recharge Amulet of Life to place 1 marker on cohort

    End Turn: Reset hand.

    "

    Raheli wrote:

    Hand: Boots of Friendly Terrain (Core), Cure, Black Spot, Wayfinder, Embalming Fluid, Blessing of Abadar,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Current Location: #4: Graveyard
    Hero Points: 1
    Tier.XP: 3.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: reduce monster DC by 4
    Boots of Friendly Terrain (Core): local Wild, close, guard +1d8
    Movement: If location close, move to #2: Crypt
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fox, Old Salt, Stone Skin, Corrosion
    Recharged: Gem of Physical Prowess, Codex (Core), Blessing of Kofusachi, Shy Ratani, Sergeant-at-arms, Binder's Tome, Amulet of Life,
    Discard Pile: Compass, Blessing of Milani,
    Buried Pile:

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

    Skills from Cohort: Flesh Poppet
    Arcane: Intelligence +2
    Divine: Wisdom +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)
    "Additional Info 1: Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
    Additional Info 2: During This Scenario: If the story bane Mysterious Relic is not displayed, you cannot guard.
    The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
    When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
    When the Mysterious Relic is defeated, display it.
    "
    Base 1-6 remain
    Zetha - Blood Pool 1-10 remain
    Arueshalae, Ostog - Lair 4-10 remain
    Raheli - Graveyard 3-11 remain // ?= Manticore; ?= Restorative Touch; ?=Drowning Mud
    Pits 1-10 remain

    Dark Archive

    Turn order
    kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Hour = 3 Zetha/MatsuKurisu: The Tangled Briar
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.

    Start of Turn

    At: #1: Blood PoolAt This Location: After you discard cards as damage, bury a card from your discards.
    Draw M1: Dire Lion (AD3), M2: Mammoth (AD3) to hand

    Give: No
    Move: No

    Bury Charm Person (Core), draw A1: Tayce Soldado, Ally 2

    Free Explore = 1: The Lost, Blessing 1: Wisdom 7(4+3)

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

    Banish M2: Mammoth (AD3) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Reveal Evangelist +1
    Wisdom 7: 1d10 + 1 + 3 + 2 + 1 ⇒ (1) + 1 + 3 + 2 + 1 = 8 - acquired

    Discard ac Tayce Soldado explore @ Urban, +1d6 on NC =
    2: Frost Longspear, Weapon 2: Strength 12

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

    Strength 1d4, Reveal Evangelist +1, Tayce Soldado explore @ Urban, +1d6
    Auto fail - banished

    Discard ac The Lost, explore +1 vs Curse or Undead =
    Blessing Buried due to Scenario effect
    3: Boggard, Monster 1: Combat 10

    Spoiler:
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Use Athez (Stealth, Melee, Cold) +AD3+1d6
    Stealth 1d10+1+3+3+d6, Reveal Stalking Armor +2, Reveal Evangelist +1
    Combat 10: 1d10 + 1 + 3 + 3 + 1d6 + 2 + 1 ⇒ (8) + 1 + 3 + 3 + (4) + 2 + 1 = 22 - Banished

    Discard Dandy Brute, explore +1d6 vs Ally =
    4: Bastion Boots, Item 1: Dexterity 5

    Spoiler:
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Dexterity 1d10+1, Reveal Evangelist +1
    Dexterity 5: 1d10 + 1 + 1 ⇒ (1) + 1 + 1 = 3 - Banished

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.

    Zetha resets her hand.
    Draw up

    Summary
    Location = #1: Blood Pool
    Acquired = 1: The Lost
    Banished = 2: Frost Longspear, 3: Boggard, 4: Bastion Boots
    Examined =

    From Box = M1: Dire Lion (AD3), M2: Mammoth (AD3), A1: Tayce Soldado

    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: Enchanted Fang, Good Omen (Core), Stalking Armor, Evangelist, M1: Dire Lion (AD3), Blessing of Norgorber,

    Displayed: Ahtez,
    Deck: 11 Discard: 3 Buried: 2
    Hero Points: 2
    NOTES:
    Available Support: Distant: Good Omen Available
    BoNorgorber +2vs Boon or +1vs any. Available
    Keeping Enchanted Fang vs Magic
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spy (2), Blessing of the Spy, Bound Lantern Archon, Staff of Minor Healing, Detect Thoughts, Cockroach Coat, Sorrowsoul, lt Lady of Valor, Blessing of Abadar
    Recharged: Bound Imp, Augury,
    Discard Pile: Twisted Space, ac Tayce Soldado, Dandy Brute,
    Buried Pile: Charm Person (Core), ac The Lost,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 (~ 2d6)
    ~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).

    ~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)
    "Additional Info 1: Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
    Additional Info 2: During This Scenario: If the story bane Mysterious Relic is not displayed, you cannot guard.
    The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
    When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
    When the Mysterious Relic is defeated, display it.
    "
    Base 1-6 remain
    Zetha - Blood Pool 5-10 remain
    Arueshalae, Ostog - Lair 4-10 remain
    Raheli - Graveyard 3-11 remain // ?= Manticore; ?= Restorative Touch; ?=Drowning Mud
    Pits 1-10 remain

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Starting Arueshalae's turn. The hour is Torag's Power. Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    Arueshalae will explore to encounter Lair Card 4: Fangs of Diomazul. For her check to defeat, Arueshalae will reveal her Swallowtail Bracers to add 1 to her non-combat check.

    CtD Disable 11: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14

    Defeated!

    Arueshalae will discard Desna's Freedom to move to Base, then explore. She examines Base Card 1: Moise, Card 2: Pathfinder Chronicler, and Card 3: Boors. Arueshalae will draw and display Card 2: Pathfinder Chronicler. Then she will recharge her Plague Mask, Balmberry and Heavy Crossbow.

    Arueshalae will end her turn and reset her hand.

    Arueshalae wrote:

    Hand: Lady Luck, Glamered Leather Armor, Orison, Deathbane Light Crossbow, Swallowtail Bracers, Cerulean Mastermind,

    Displayed: Pathfinder Chronicler,
    Deck: 11 Discard: 0 Buried: 1
    Current Location: Lair
    Hero Points: 2
    NOTES:
    Available Support: Balmberry can be banished when someone has a scourge to remove it, also healing 1. Heavy Crossbow can be discarded to add 1d8 to a distant combat check.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Starbow, The Mute Hag, Frost Longbow, Charm Person, Gentleman Explorer, The Marriage
    Recharged: Priest of Abadar, Plague Mask, Balmberry, Heavy Crossbow,
    Discard Pile:
    Buried Pile: Desna's Freedom,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

    Most Recent Status wrote:

    Status Link ✿✿✿ Most Recent BR Refresh

    Last Discarded Blessing = 4 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3))
    "Additional Info 1: Adventure 3: Highest Barrier/Monster/Boon shuffled into random other location when close location
    Additional Info 2:
    -Mysterious Relic needs to be displayed to guard.
    -The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
    -When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
    -When the Mysterious Relic is defeated, display it.
    "
    Arueshalae - Base 1, 3-6 remain // 1 = Moise, 3 = Boors
    Zetha - Blood Pool 5-10 remain
    Ostog - Lair 5-10 remain
    Raheli - Graveyard 3-11 remain // ?= Manticore; ?= Restorative Touch; ?=Drowning Mud
    Pits 1-10 remain

    EDIT: Because of unhallowed, Desna's Freedom was actually buried, not discarded. No need to change hand though.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Arueshalae's Gift is currently displayed on Ostog, adding 1d4+1 to Strength checks until further notice.
    Turn: Turn 8 - The Wanderer

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

    Hour Power: When a local character fails to acquire a boon, you may bury a card to encounter it.

    SOT: N/a
    Move: Stay at Lair
    Explore: Enormous Reefclaw

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

    Recharge Topaz of Strength to reduce damage by 3. For combat check, Ostog will reveal Dwarven Earthbreaker +1 to do Melee+2d6+1. Bury Greatsword to add 1d12 to check. Arueshalae's Gift adds 1d4+1. Difficulty increases by 2 from location

    Combat 19+2=21: 1d10 + 5 + 2d6 + 1 + 1d12 + 1d4 + 1 ⇒ (9) + 5 + (1, 5) + 1 + (7) + (2) + 1 = 31. Must reroll check if defeated.

    Combat 19+2=21 REROLL: 1d10 + 5 + 2d6 + 1 + 1d12 + 1d4 + 1 ⇒ (3) + 5 + (2, 5) + 1 + (7) + (3) + 1 = 27

    Defeated!

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Dwarven Earthbreaker +1, Wounding Spear-Axe +1, Blessing of the Gods, Iomedae's Justice,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Lair
    Hero Points: 3
    Paizo Reroll: Not used
    NOTES:
    Available Support: Blessings!
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Blessing of Tsukiyo, Blessing of the Samurai 1, Greatclub +1, Plaguebringer's Mask, Shock Glaive +1, Orange War Paint, Blessing of Shax, Improvised Club, Smith, Quartermaster
    Recharged: Topaz of Strength,
    Discard Pile: Legonnaire Chaplain, Greatsword,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapon
    POWERS:
    You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
    When another local character moves during their move step, you may move to an open location.
    ☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    ☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
    ☐ Before you reset your hand, you may recharge any number of weapons (☐ and items).
    ☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 4 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3))
    "Additional Info 1: Adventure 3: Highest Barrier/Monster/Boon shuffled into random other location when close location
    Additional Info 2: -Mysterious Relic needs to be displayed to guard
    -The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
    -When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
    -When the Mysterious Relic is defeated, display it.
    "
    Arueshalae - Base 1, 3-6 remain // 1 = Moise, 3 = Boors
    Zetha - Blood Pool 5-10 remain
    Ostog - Lair 6-10 remain
    Raheli - Graveyard 3-11 remain // ?= Manticore; ?= Restorative Touch; ?=Drowning Mud
    Pits 1-10 remain


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

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

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

    Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

    During This Scenario: If the story bane Mysterious Relic is not displayed, you cannot guard.

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

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

    When the Mysterious Relic is defeated, display it.

    Additional Rules:

    Wildcards

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

    Harrow: The Survivor, Suit: Shields:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore.

    Story Banes

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.

    1. Ancient Skeleton:

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

    2. Wight:

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

    3. Zombie Minion:

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

    3. Mummy:

    Core Story Bane 2
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    5. Vampire:

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

    6. Wraith:

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

    Villain: Lich (Trazavai)
    Henchmen (Closing): Vampire, Mummy, Carrion Golem, Wights—Proxy A

    Wight:

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

    Scenario Level (#): 3

    Turn: 9, Raheli/kuey

    Random Cards:

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

    Spoiler:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Spoiler:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

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

    Spoiler:
    Barghest
    CotCT
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 13
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

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

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

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

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

    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

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

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

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

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

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

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

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

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


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

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

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


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

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

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

    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Items
    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

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

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

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

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

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

    Spoiler:
    Korvosan Dandy
    CotCT
    Ally 1
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

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

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

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

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

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

    Spoiler:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Hour Power: No effect.

    Current Hour:

    Incitation:
    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.

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 Zetha/MatsuKurisu
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 Raheli/kuey
    Lady Despair
    Core
    Blessing 3
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
    Hourglass Card 5 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Zetha/MatsuKurisu
    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 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Hourglass Card 9 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    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 11 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Zetha/MatsuKurisu
    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 14 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 Arueshalae/Akaitora
    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 15 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 16 Raheli/kuey
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 17 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 Zetha/MatsuKurisu
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 18 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 18 Arueshalae/Akaitora
    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.
    Hourglass Card 19 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 20 Raheli/kuey:
    Spoiler:
    Hourglass Card 20 Raheli/kuey
    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 21 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 21 Zetha/MatsuKurisu
    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.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
    Located/Displayed Here: Arueshalae/Akaitora, None

    Base Card 1:
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 2:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3:
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 4:
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 5:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Blood Pool Card 1:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
    Blood Pool Card 2:
    Carrion Golem
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 14
    Immune to Attack, Mental, and Poison.
    Before acting, discard the top card of your deck.
    If undefeated, suffer the scourge Plagued.
    Blood Pool Card 3:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Blood Pool Card 4:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Blood Pool Card 5:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Blood Pool Card 6:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Location #3: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ostog/MauveAvengr, None
    Lair Card 1:
    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.
    Lair Card 2:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Lair Card 3:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Lair Card 4:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Lair Card 5:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Location #4: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, None
    Graveyard Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Graveyard Card 2:
    Snakebite Dagger
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 7
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Graveyard Card 3:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Graveyard Card 4:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
    Graveyard Card 5:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Graveyard Card 6:
    Vampire
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#

    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Graveyard Card 7:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
    Graveyard Card 8:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 9:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Location #5: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Pits Card 1:
    Mob of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
    Pits Card 2:
    Naval Hero
    CotCT
    Ally 2
    Traits:
    Human
    Swashbuckler
    To Acquire:
    Charisma
    Diplomacy
    Melee 9
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.
    Pits Card 3:
    Sonic Blast
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

    Pits Card 4:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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

    Pits Card 5:
    Humanbane Rapier
    CotCT
    Weapon 2
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 11
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
    Pits Card 6:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Pits Card 7:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Pits Card 8:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Pits Card 9:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
    Pits Card 10:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 9: Incitation
    Hour Power: No effect.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #4: Graveyard
    Explore:

    #1: Drowning Mud:

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

    Recharge Boots of Friendly Terrain (Core), Embalming Fluid for +2d4
    Strength DC6: 1d6 + 2d4 ⇒ (3) + (3, 4) = 10 ==> Defeated

    Discard Wayfinder to examine and explore again.

    #2: Snakebite Dagger:

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

    Dexterity DC7: 1d10 + 3 ⇒ (6) + 3 = 9 ==> Acquired

    Discard Blessing of Abadar to explore again.

    #3: Mercenary:

    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Recharge Snakebite Dagger for Dex+2d8
    Remove 2 markers from cohort for +2d8

    Combat DC10+6: 1d10 + 3 + 2d8 + 2d8 ⇒ (1) + 3 + (5, 8) + (3, 3) = 23 ==> Defeated
    Recharge Black Spot to put 1 marker on cohort

    Put Cure into Recovery to heal 1d4 + 1 ⇒ (3) + 1 = 4 ==> All in discard

    End Turn: Reset hand.
    Recovery: Cure, Divine DC8: 1d6 + 2 ⇒ (3) + 2 = 5 ==> Discard

    "

    Raheli wrote:

    Hand: Old Salt, Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid, Blessing of Kofusachi, Sergeant-at-arms,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: #4: Graveyard
    Hero Points: 1
    Tier.XP: 3.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Boots of Friendly Terrain (Core): +1d8 local Wilderness, guard, close
    Sergeant-at-arms: +1d6 vs local bane or ally
    Movement: If location close, move to #2: Crypt
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Binder's Tome, Wayfinder, Gem of Physical Prowess, Fox, Amulet of Life, Shy Ratani, Blessing of Milani, Stone Skin, Black Spot, Corrosion, Compass, Snakebite Dagger
    Recharged:
    Discard Pile: Cure,
    Buried Pile:

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

    Skills from Cohort: Flesh Poppet
    Arcane: Intelligence +2
    Divine: Wisdom +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 0 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3))
    "Additional Info 1: Adventure 3: Highest Barrier/Monster/Boon shuffled into random other location when close location
    Additional Info 2: -Mysterious Relic needs to be displayed to guard
    -The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
    -When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
    -When the Mysterious Relic is defeated, display it.
    "
    Arueshalae - Base 1-5 remain // 1 = Moise, 2 = Boors
    Zetha - Blood Pool 1-6 remain
    Ostog - Lair 1-5 remain
    Raheli - Graveyard 4-9 remain // ?= Manticore; ?= Restorative Touch
    Pits 1-10 remain

    Dark Archive

    Turn order
    kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

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

    Start of Turn

    At: #1: Blood PoolAt This Location: After you discard cards as damage, bury a card from your discards.
    Draw M1: Demonling (AD1), M2: Dire Badger (AD1) to hand

    Give: No
    Move: No

    Free Explore = 1: Embiggen, Spell 2: Arcane 8

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

    Banish M2: Dire Badger (AD1) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Reveal Evangelist +1
    Arcane 8: 1d10 + 1 + 3 + 2 + 1 ⇒ (3) + 1 + 3 + 2 + 1 = 10 - acquired

    Discard Evangelist explore = 2: Carrion Golem, Story Bane 1: Combat 14

    Spoiler:
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 14
    Immune to Attack, Mental, and Poison.
    Before acting, discard the top card of your deck.
    If undefeated, suffer the scourge Plagued.

    Before acting, discard the top card of your deck. (lt Lady of Valor)
    Use Athez (Stealth, Melee, Cold) +AD3+1d6
    Stealth 1d10+1+3+3+d6, Reveal Stalking Armor +2, Reveal Evangelist +1
    Display ac Embiggen d6=>d10, d10=>d12
    Combat 14: 1d12 + 1 + 3 + 3 + 1d8 + 2 + 1 ⇒ (4) + 1 + 3 + 3 + (1) + 2 + 1 = 15 - Banished

    Location #1: Blood Pool
    When Closing: Bury 2 cards. (M1: Demonling (AD1), M2: Dire Badger (AD1)) CLOSED
    When Permanently Closed: Heal a card: 1d5 ⇒ 4 (Evangelist)

    Adventure path move cards to 3,4,5: 1d3 + 2 ⇒ (2) + 2 = 4 - #4: Graveyard
    4: Red Mantis Mask, Item 3
    6: Ghoul, Monster 1

    Zetha moves to #5: Pits

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.
    ac Embiggen: Arcane #: 1d10 + 2 + 2 ⇒ (4) + 2 + 2 = 8 -> ac Embiggen recharged.

    Zetha resets her hand.
    Draw up Blessing of the Spy

    Summary
    Location = #1: Blood Pool - CLOSED
    Acquired = 1: Embiggen, 2: Carrion Golem
    Banished =
    Examined =

    Location = #4: Graveyard
    Added = Blood Pool 4: Red Mantis Mask, Blood Pool 6: Ghoul

    From Box = M1: Demonling (AD1), M2: Dire Badger (AD1)

    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: Enchanted Fang, Good Omen (Core), Stalking Armor, Blessing of Norgorber, M1: Dire Lion (AD3), Blessing of the Spy,

    Displayed: Ahtez,
    Deck: 11 Discard: 4 Buried: 4
    Hero Points: 2
    NOTES:
    Available Support: Distant: Good Omen - Please us on AD4 boon or Guard/Close Available
    BoNorgorber +2vs Boon or +1vs any. Available
    Keeping Enchanted Fang vs Magic
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Evangelist, Bound Lantern Archon, Detect Thoughts, Augury, Bound Imp, Blessing of Abadar, Cockroach Coat, Staff of Minor Healing, Sorrowsoul, Blessing of the Spy (2)
    Recharged: ac Embiggen,
    Discard Pile: Twisted Space, ac Tayce Soldado, Dandy Brute, lt Lady of Valor,
    Buried Pile: Charm Person (Core), ac The Lost, M1: Demonling (AD1), M2: Dire Badger (AD1),

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 (~ 2d6)
    ~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).

    ~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Starting Arueshalae's turn. The hour is Erastil's Eye. Hour Power: If you are at a Wild location, you may discard a card to explore.

    Arueshalae moves to Pits.

    Arueshalae explores to encounter Pits Card 1: Mob of Undead. I need to encounter a random undead bane.

    Random undead bane: 1d6 ⇒ 3

    Zombie Minion:

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

    For her check to defeat, Arueshalae will reveal her Deathbane Light Crossbow to use her Ranged + 1d8+1+1d8.

    CtD Combat 9: 1d8 + 5 + 1d8 + 1 + 1d8 ⇒ (3) + 5 + (1) + 1 + (2) = 12
    CtD Combat 14: 1d8 + 5 + 1d8 + 1 + 1d8 ⇒ (6) + 5 + (2) + 1 + (4) = 18

    Defeated! Now Ostog and Raheli need to encounter the same undead bane. I will pause my turn here since the outcome could affect my turn.

    Arueshalae wrote:

    Hand: Lady Luck, Glamered Leather Armor, Orison, Deathbane Light Crossbow, Swallowtail Bracers, Cerulean Mastermind,

    Displayed: Pathfinder Chronicler,
    Deck: 11 Discard: 0 Buried: 1
    Current Location: Pits
    Hero Points: 2
    NOTES:
    Available Support: Lady Luck can be used freely to reroll a check (it doesn't bless). Orison can be used to bless, recharges if the hour's level is 0.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Charm Person, Starbow, The Mute Hag, Frost Longbow, The Marriage, Gentleman Explorer
    Recharged: Priest of Abadar, Plague Mask, Balmberry, Heavy Crossbow,
    Discard Pile:
    Buried Pile: Desna's Freedom,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.


    Ostog must summon and encounter Zombie Minion.

    Zombie Minion:

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

    Ostog will reveal Dwarven Earthbreaker +1 to do Melee+2d6+1 for both checks. Arueshalae's Gift adds 1d4+1. Difficulty increases by 2 due to location.

    Combat 9+2=11: 1d10 + 5 + 2d6 + 1 + 1d4 + 1 ⇒ (8) + 5 + (1, 6) + 1 + (4) + 1 = 26

    Combat 11+3+2=14=16: 1d10 + 5 + 2d6 + 1 + 1d4 + 1 ⇒ (5) + 5 + (6, 3) + 1 + (2) + 1 = 23

    Zombie Minion is defeated.


    deck handler

    Out of Turn Updates:
    On Arue's turn, encounter Zombie Minion

    Zombie Minion:

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

    Recharge Boots of Friendly Terrain (Core) for Dex+2d8
    Combat DC9: 1d10 + 3 + 2d8 ⇒ (1) + 3 + (6, 4) = 14 ==> Success

    Recharge Blessing of Kofusachi for Dex+2d8
    Reveal Embalming Fluid for +2 & Poison; ignore immunities
    Combat DC14: 1d10 + 3 + 2d8 + 2 ⇒ (3) + 3 + (4, 3) + 2 = 15 ==> Defeated

    Disable DC7: 1d10 + 5 ⇒ (7) + 5 = 12 ==> Success so no bury top card

    Recharge Sergeant-at-arms to put 1 marker on cohort (total 2)

    "

    Raheli wrote:

    Hand: Old Salt, Codex (Core), Embalming Fluid,

    Displayed:
    Deck: 16 Discard: 1 Buried: 0
    Current Location: #4: Graveyard
    Hero Points: 1
    Tier.XP: 3.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Boots of Friendly Terrain (Core): +1d8 local Wilderness, guard, close
    Sergeant-at-arms: +1d6 vs local bane or ally
    Movement: If location close, move to #2: Crypt
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Binder's Tome, Blessing of Milani, Shy Ratani, Compass, Amulet of Life, Gem of Physical Prowess, Black Spot, Snakebite Dagger, Wayfinder, Corrosion, Fox, Stone Skin, Blessing of Abadar
    Recharged: Boots of Friendly Terrain (Core), Blessing of Kofusachi, Sergeant-at-arms,
    Discard Pile: Cure,
    Buried Pile:

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

    Skills from Cohort: Flesh Poppet
    Arcane: Intelligence +2
    Divine: Wisdom +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Resuming Arueshalae's turn.

    Arueshalae will discard Cerulean Mastermind to explore and encounter Pits Card 2: Naval Hero. She will try to acquire it.

    CtA Diplomacy 9: 1d12 + 3 ⇒ (11) + 3 = 14

    Acquired!

    Arueshalae will discard the Naval Hero to explore again and encounter Pits Card 3: Sonic Blast. Unfortunately, Arueshalae cannot acquire this card so it is banished.

    Finally, Arueshalae will discard Orison to explore again and encounter Pits Card 4: Harrow Deck. This is even harder for Arueshalae to acquire. Banished.

    Before ending her turn, I just realized Arueshalae needs to display her Glamered Leather Armor.

    Arueshalae will end her turn and reset her hand.

    Arueshalae wrote:

    Hand: Lady Luck, Charm Person, Lamashtu's Madness, Deathbane Light Crossbow, Swallowtail Bracers, Frost Longbow,

    Displayed: Pathfinder Chronicler, Glamered Leather Armor,
    Deck: 8 Discard: 3 Buried: 1
    Current Location: Pits
    Hero Points: 2
    NOTES:
    Available Support: Lady Luck can be used freely to reroll a check (it doesn't bless). Lamashtu's Madness can be discarded to bless a check against a monster twice.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Mute Hag, Gentleman Explorer, Starbow, The Marriage
    Recharged: Priest of Abadar, Plague Mask, Balmberry, Heavy Crossbow,
    Discard Pile: Cerulean Mastermind, Orison, Naval Hero,
    Buried Pile: Desna's Freedom,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Arueshalae's Gift is currently displayed on Ostog, adding 1d4+1 to Strength checks until further notice.
    Turn: Turn 12 - The Healing Light

    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.

    Hour Power: Characters cannot suffer scourges.

    SOT: N/a
    Move: Stay at Lair
    Explore: Ghost

    Ghost:
    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.

    Ostog will reveal Dwarven Earthbreaker +1 to do Melee+2d6+1. Has the Magic trait. Arueshalae's Gift adds additional 1d4+1

    Combat 11+3+3=17: 1d10 + 5 + 2d6 + 1 + 1d4 + 1 ⇒ (7) + 5 + (5, 1) + 1 + (2) + 1 = 22

    Defeated! Discard Blessing of the Gods (copying the hour The Healing Light).

    Explore 2: Seeking Shortbow

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

    Dexterity 11: 1d6 ⇒ 3

    Autofail. Will discard Iomedae's Justice to explore again.

    Explore 3: Unearthly Aim

    Unearthly Aim:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Intelligence 9: 1d4 ⇒ 1

    Autofail.

    End Turn: Reset Hand. Draw Orange War Paint and will display it.

    Ostog wrote:

    Hand: Dwarven Earthbreaker +1, Wounding Spear-Axe +1, Plaguebringer's Mask,

    Displayed: Orange War Paint,
    Deck: 10 Discard: 3 Buried: 1
    Current Location: Lair
    Hero Points: 3
    Paizo Reroll: Not used
    NOTES:
    Available Support: Blessings!
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Blessing of Shax, Quartermaster, Smith, Greatclub +1, Blessing of Tsukiyo, Shock Glaive +1, Blessing of the Samurai 1, Improvised Club
    Recharged: Topaz of Strength,
    Discard Pile: Legonnaire Chaplain, Blessing of the Gods, Iomedae's Justice,
    Buried Pile: Greatsword,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapon
    POWERS:
    You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
    When another local character moves during their move step, you may move to an open location.
    ☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    ☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
    ☐ Before you reset your hand, you may recharge any number of weapons (☐ and items).
    ☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 0 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3))
    "Additional Info 1: Adventure 3: Highest Barrier/Monster/Boon shuffled into random other location when close location
    Additional Info 2: -Mysterious Relic needs to be displayed to guard
    -The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
    -When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
    -When the Mysterious Relic is defeated, display it.
    "
    Base 1-5 remain // 1 = Moise, 2 = Boors

    Ostog - Lair 4-5 remain
    Raheli - Graveyard 4-9, 10, 11 (RANDOM) remain // ?= Manticore; ?= Restorative Touch, 10=Red mantis Mask, 11= Ghoul
    Zetha, Arue - Pits 5-10 remain


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

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

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

    Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

    During This Scenario: If the story bane Mysterious Relic is not displayed, you cannot guard.

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

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

    When the Mysterious Relic is defeated, display it.

    Additional Rules:

    Wildcards

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

    Harrow: The Survivor, Suit: Shields:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore.

    Story Banes

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.

    1. Ancient Skeleton:

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

    2. Wight:

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

    3. Zombie Minion:

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

    3. Mummy:

    Core Story Bane 2
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    5. Vampire:

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

    6. Wraith:

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

    Villain: Lich (Trazavai)
    Henchmen (Closing): Vampire, Mummy, Carrion Golem, Wights—Proxy A

    Wight:

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

    Scenario Level (#): 3

    Turn: 13, Raheli/kuey

    Random Cards:

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

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

    Spoiler:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

    Spoiler:
    Fool's Gold
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.

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


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

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

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

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

    Spoiler:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.

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

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

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

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

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

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

    Spoiler:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

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

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

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

    Blessings
    Spoiler:
    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.

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

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

    Spoiler:
    The 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.

    Hour Power: On your turn, if you would suffer a scourge, a random local character suffers it instead.

    Current Hour:

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

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 Zetha/MatsuKurisu
    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 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 3 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 Raheli/kuey
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Hourglass Card 5 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Zetha/MatsuKurisu
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 9 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    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 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    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 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 13 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Zetha/MatsuKurisu
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 14 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 Arueshalae/Akaitora
    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.
    Hourglass Card 15 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 16 Raheli/kuey:
    Spoiler:
    Hourglass Card 16 Raheli/kuey
    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 17 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 Zetha/MatsuKurisu
    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.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
    Located/Displayed Here: None

    Base Card 1:
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 2:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3:
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 4:
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 5:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #3: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ostog/MauveAvengr, None
    Lair Card 1:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Lair Card 2:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Location #4: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, None
    Graveyard Card 1:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 2:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
    Graveyard Card 3:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Graveyard Card 4:
    Vampire
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#

    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Graveyard Card 5:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.
    Graveyard Card 6:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
    Graveyard Card 7:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Graveyard Card 8:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Location #5: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/MatsuKurisu, Arueshalae/Akaitora, None
    Pits Card 1:
    Humanbane Rapier
    CotCT
    Weapon 2
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 11
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
    Pits Card 2:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Pits Card 3:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Pits Card 4:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Pits Card 5:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
    Pits Card 6:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 13: Lady Despair
    Hour Power: On your turn, if you would suffer a scourge, a random local character suffers it instead.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #4: Graveyard
    Explore:

    #1: Helm of the Valkyrie:

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

    No chance of acquiring ==> Banished.

    End Turn: Reset hand.

    "

    Raheli wrote:

    Hand: Codex (Core), Embalming Fluid, Old Salt, Fox, Black Spot, Shy Ratani,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: #4: Graveyard
    Hero Points: 1
    Tier.XP: 3.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: reduce Monster DC by 4
    Fox: +1d4 Int & Wis
    Movement: If location close, move to #2: Crypt
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Amulet of Life, Compass, Stone Skin, Binder's Tome, Blessing of Milani, Wayfinder, Corrosion, Gem of Physical Prowess, Snakebite Dagger
    Recharged: Boots of Friendly Terrain (Core), Blessing of Kofusachi, Sergeant-at-arms,
    Discard Pile: Cure,
    Buried Pile:

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

    Skills from Cohort: Flesh Poppet
    Arcane: Intelligence +2
    Divine: Wisdom +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 0 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3))
    "Additional Info 1: Adventure 3: Highest Barrier/Monster/Boon shuffled into random other location when close location
    Additional Info 2: -Mysterious Relic needs to be displayed to guard
    -The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
    -When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
    -When the Mysterious Relic is defeated, display it.
    "
    Base 1-5 remain // 1 = Moise, 2 = Boors

    Ostog - Lair 1-2 remain
    Raheli - Graveyard 2-8 remain // ?= Manticore; ?= Restorative Touch, ?=Red mantis Mask, ?= Ghoul
    Zetha, Arue - Pits 1-6 remain

    End Turn: Reset hand.

    Dark Archive

    Out of Turn Updates None

    Turn order
    kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Hour = 1 Zetha/MatsuKurisu: Sarenrae's Light
    When this is the hour: When you heal, you may heal an additional card.

    Start of Turn

    At: #5: Pits
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    Draw M1: Faceless Stalker (AD2), M2: Giant Fly (AD1) to hand

    Give: No
    Move: No

    Free Explore = 1: Humanbane Rapier, Weapon 2: Melee 11

    Spoiler:
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 11
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

    Banish M2: Giant Fly (AD1) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2,
    Melee 11: 1d10 + 1 + 3 + 2 ⇒ (9) + 1 + 3 + 2 = 15 - acquired

    Discard Blessing of the Spy explore +1d = 2: Banner of the Ancient Kings, Item 2: Diplomacy 10

    Spoiler:
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Diplomacy 1d10+2+1, Blessing of the Spy +1d10
    Diplomacy 10: 1d10 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10 - acquired

    Display

    ac Banner of the Ancient Kings wrote:

    While displayed:

    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Discard Blessing of Norgorber, explore = 3: Magic Chain Mail, Armor 1: Constitution 7

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

    Banish M1: Faceless Stalker (AD2) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2,
    Constitution 7: 1d10 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10 - acquired

    Display ac Magic Chain Mail

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.

    Zetha resets her hand.
    Draw up Bound Lantern Archon

    Summary
    Location = #5: Pits
    Acquired = 1: Humanbane Rapier, 2: Banner of the Ancient Kings, 3: Magic Chain Mail
    Banished =
    Examined =

    Location =
    Added =

    From Box = M1: Faceless Stalker (AD2), M2: Giant Fly (AD1)

    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: ac Humanbane Rapier, Enchanted Fang, Good Omen (Core), Stalking Armor, M1: Dire Lion (AD3), Bound Lantern Archon,

    Displayed: Ahtez, ac Banner of the Ancient Kings, ac Magic Chain Mail,
    Deck: 10 Discard: 6 Buried: 4
    Hero Points: 2
    NOTES:
    Available Support: GLOBAL Effect: Banner: +1 on all combats. Buried if anyone fails a combat check
    b]Distant:
    Good Omen - Please us on AD4 boon or Guard/Close Available
    BoNorgorber +2vs Boon or +1vs any. Available
    Keeping Enchanted Fang vs Magic
    Local:
    Movement: Move with Arueshalae on closing

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cockroach Coat, Blessing of Abadar, Detect Thoughts, Evangelist, ac Embiggen, Sorrowsoul, Augury, Staff of Minor Healing, Blessing of the Spy (2), Bound Imp
    Recharged:
    Discard Pile: Twisted Space, ac Tayce Soldado, Dandy Brute, lt Lady of Valor, Blessing of the Spy, Blessing of Norgorber,
    Buried Pile: Charm Person (Core), ac The Lost, M1: Demonling (AD1), M2: Dire Badger (AD1),

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 (~ 2d6)
    ~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).

    ~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 0 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3))
    "Notes for everyone: Banner of the Ancient Kings]While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.

    Additional Info 1: Adventure 3: Highest Barrier/Monster/Boon shuffled into random other location when close location
    Additional Info 2: -Mysterious Relic needs to be displayed to guard
    -The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
    -When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
    -When the Mysterious Relic is defeated, display it.
    "
    Base 1-5 remain // 1 = Moise, 2 = Boors

    Ostog - Lair 1-2 remain
    Raheli - Graveyard 2-8 remain // ?= Manticore; ?= Restorative Touch, ?=Red mantis Mask, ?= Ghoul
    Zetha, Arue - Pits 4-6 remain


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

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

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

    Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

    During This Scenario: If the story bane Mysterious Relic is not displayed, you cannot guard.

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

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

    When the Mysterious Relic is defeated, display it.

    Additional Rules:

    Wildcards

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

    Harrow: The Survivor, Suit: Shields:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore.

    Story Banes

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.

    1. Ancient Skeleton:

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

    2. Wight:

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

    3. Zombie Minion:

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

    3. Mummy:

    Core Story Bane 2
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    5. Vampire:

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

    6. Wraith:

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

    Villain: Lich (Trazavai)
    Henchmen (Closing): Vampire, Mummy, Carrion Golem, Wights—Proxy A

    Wight:

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

    Scenario Level (#): 3

    Turn: 15, Arueshalae/Akaitora

    Random Cards:

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

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

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

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

    Spoiler:
    Barghest
    CotCT
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 13
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

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

    Spoiler:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

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

    Spoiler:
    Mob of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

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

    Spoiler:
    Wyrmsmite
    Core
    Weapon 3
    Traits:
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
    When a local character suffers damage, recharge to reduce it by 4.

    Spoiler:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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


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

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


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

    Spoiler:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

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


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

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

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

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

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

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

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


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

    Spoiler:
    Horn of Blasting
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

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

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

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

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

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

    Spoiler:
    Priest of Abadar
    CotCT
    Ally 1
    Traits:
    Cleric
    Halfling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Bury A Boon 0
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Spoiler:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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


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

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

    Spoiler:
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/kuey
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Hourglass Card 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/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 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    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 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    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 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    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.
    Hourglass Card 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 14 Raheli/kuey:
    Spoiler:
    Hourglass Card 14 Raheli/kuey
    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 15 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Zetha/MatsuKurisu
    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.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
    Located/Displayed Here: None

    Base Card 1:
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 2:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3:
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 4:
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 5:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #3: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ostog/MauveAvengr, None
    Lair Card 1:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Lair Card 2:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Location #4: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, None
    Graveyard Card 1:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
    Graveyard Card 2:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Graveyard Card 3:
    Vampire
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#

    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Graveyard Card 4:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.
    Graveyard Card 5:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
    Graveyard Card 6:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Graveyard Card 7:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Location #5: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/MatsuKurisu, Arueshalae/Akaitora, None
    Pits Card 1:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Pits Card 2:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
    Pits Card 3:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Starting Arueshalae's turn. The hour is Orison.

    Arueshalae will explore to encounter Pits Card 1: Mummy.

    For her check to defeat, Arueshalae will reveal her Deathbane Light Crossbow to use her Ranged +1d8+1+1d8. She will also discard Lamashtu's Madness to bless her check twice.

    CtD Combat, Ranged 20: 3d8 + 5 + 1d8 + 1 + 1d8 ⇒ (2, 8, 6) + 5 + (1) + 1 + (6) = 29

    Defeated! To close, Arueshalae draws cards equal to the number of local characters: 2 (The Marriage, The Mute Hag), then recharges her hand. Pits is closed. Arueshalae and Zetha move to the Base.

    Arueshalae will end her turn and reset her hand.

    Arueshalae wrote:

    Hand: Starbow, Heavy Crossbow, Plague Mask, Balmberry, Gentleman Explorer, Priest of Abadar,

    Displayed: Pathfinder Chronicler, Glamered Leather Armor,
    Deck: 7 Discard: 4 Buried: 1
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: Heavy Crossbow can add 1d8 to a distant combat check. Balmberry if you have a scourge to banish it and heal 1.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Lady Luck, Swallowtail Bracers, Charm Person, The Marriage, Deathbane Light Crossbow, Frost Longbow, The Mute Hag,
    Discard Pile: Cerulean Mastermind, Orison, Naval Hero, Lamashtu's Madness,
    Buried Pile: Desna's Freedom,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Arueshalae's Gift is currently displayed on Ostog, adding 1d4+1 to Strength checks until further notice.
    Turn: Turn 16 - The Empty Throne

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

    Hour Power: On your check, you may banish a boon to reroll a die.

    SOT: N/a
    Move: Stay at Lair
    Explore: Lich

    Lich:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Since Mysterious Relic is not displayed, Raheli cannot guard. Can use Melee on any BYA check.

    BYA Melee 4+3=7: 1d10 + 5 ⇒ (10) + 5 = 15

    Don't have to discard cards from deck. Difficulty to defeat Lich increased by 2 from location. For combat, Ostog will reveal Wounding Spear-Axe to do Melee+1d8+1+1d8 (since bane is a villain). Arueshalae's Gift adds 1d4+1.

    Combat 12+3+3+2=20: 1d10 + 5 + 1d8 + 1 + 1d8 + 1d4 + 1 ⇒ (10) + 5 + (2) + 1 + (5) + (1) + 1 = 25

    Combat 11+3+3+20=19: 1d10 + 5 + 1d8 + 1 + 1d8 + 1d4 + 1 ⇒ (8) + 5 + (1) + 1 + (4) + (3) + 1 = 23

    Lich is defeated but will escape. Instead of blessing, shuffle Lich and Mysterious Relic together, then shuffle one into the remaining two decks.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Dwarven Earthbreaker +1, Wounding Spear-Axe +1, Plaguebringer's Mask, Blessing of Shax,

    Displayed: Orange War Paint,
    Deck: 9 Discard: 3 Buried: 1
    Current Location: Lair
    Hero Points: 3
    Paizo Reroll: Not used
    NOTES:
    Available Support: Blessings!
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shock Glaive +1, Improvised Club, Smith, Blessing of the Samurai 1, Blessing of Tsukiyo, Blessing of Gorum, Quartermaster, Greatclub +1
    Recharged: Topaz of Strength,
    Discard Pile: Legonnaire Chaplain, Blessing of the Gods, Iomedae's Justice,
    Buried Pile: Greatsword,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapon
    POWERS:
    You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
    When another local character moves during their move step, you may move to an open location.
    ☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    ☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
    ☐ Before you reset your hand, you may recharge any number of weapons (☐ and items).
    ☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.


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

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

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

    Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

    During This Scenario: If the story bane Mysterious Relic is not displayed, you cannot guard.

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

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

    When the Mysterious Relic is defeated, display it.

    Additional Rules:

    Wildcards

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

    Harrow: The Survivor, Suit: Shields:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore.

    Story Banes

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.

    1. Ancient Skeleton:

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

    2. Wight:

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

    3. Zombie Minion:

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

    3. Mummy:

    Core Story Bane 2
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    5. Vampire:

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

    6. Wraith:

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

    Villain: Lich (Trazavai)
    Henchmen (Closing): Vampire, Mummy, Carrion Golem, Wights—Proxy A

    Wight:

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

    Scenario Level (#): 3

    Turn: 17, Raheli/kuey

    Random Cards:

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

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

    Spoiler:
    Deadfall Scorpion
    Core
    Monster 2
    Traits:
    Poison
    Vermin
    To Defeat:
    Combat 13
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Spoiler:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.

    Barriers
    Spoiler:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Spoiler:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

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

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

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

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

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

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

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

    Spoiler:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

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

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


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

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

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


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

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

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


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

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

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

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

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

    Items
    Spoiler:
    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:
    Iron Shackles
    CotCT
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 9
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

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

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

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

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

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

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

    Spoiler:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

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

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

    Spoiler:
    The 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.

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

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

    Hour Power: On your check, you may recharge a card to replace all d4s with d8s.

    Current Hour:

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

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 Zetha/MatsuKurisu
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 3 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 Raheli/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 5 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Zetha/MatsuKurisu
    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 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    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 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 9 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    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.
    Hourglass Card 11 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    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 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Zetha/MatsuKurisu
    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.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
    Located/Displayed Here: Zetha/MatsuKurisu, Arueshalae/Akaitora, None

    Base Card 1:
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 2:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3:
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 4:
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 5:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #3: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ostog/MauveAvengr, None
    Lair Card 1:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Lair Card 2:
    Mysterious Relic
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 4+#
    OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Location #4: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Raheli/kuey, None
    Graveyard Card 1:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
    Graveyard Card 2:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Graveyard Card 3:
    Vampire
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#

    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Graveyard Card 4:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Graveyard Card 5:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
    Graveyard Card 6:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.
    Graveyard Card 7:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Graveyard Card 8:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 17: The Locksmith
    Hour Power: On your check, you may recharge a card to replace all d4s with d8s.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #4: Graveyard
    Explore:

    #1: Thunderstorm:

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

    Thunderstorm displayed at #4: Graveyard

    Discard Fox to explore again.

    #2: Red Mantis Mask:

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

    Recharge Shy Ratani for +1d8.
    Reveal Codex (Core) for +1
    Constitution DC8: 1d6 + 1d8 + 1 ⇒ (4) + (6) + 1 = 11 ==> Acquired

    End Turn: Reset hand.

    "

    Raheli wrote:

    Hand: Codex (Core), Embalming Fluid, Old Salt, Red Mantis Mask, Black Spot, Corrosion,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: #4: Graveyard
    Hero Points: 1
    Tier.XP: 3.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: reduce Monster DC by 4
    Corrosion: + 1 die vs Barrier
    Movement: If location close, move to #2: Crypt
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snakebite Dagger, Binder's Tome, Wayfinder, Stone Skin, Blessing of Milani, Compass, Amulet of Life, Blessing of Abadar, Gem of Physical Prowess
    Recharged: Boots of Friendly Terrain (Core), Blessing of Kofusachi, Sergeant-at-arms, Shy Ratani,
    Discard Pile: Cure, Fox,
    Buried Pile:

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

    Skills from Cohort: Flesh Poppet
    Arcane: Intelligence +2
    Divine: Wisdom +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Dark Archive

    Out of Turn Updates
    Moved to Base on location close

    Turn order
    kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Hour = 1 Zetha/MatsuKurisu: The Waxworks
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    Start of Turn

    At: #0: Base

    The Waxworks: Suffer EXHAUSTED
    Draw M1: Harpy (AD2), M2: Ghoul Bat (AD2) to hand

    Give: ac Humanbane Rapier to Arueshalae

    Humanbane Rapier:

    Weapon 2
    https://pacg.fandom.com/wiki/Humanbane_Rapier
    Finesse, Magic, Melee, Piercing, Swashbuckling, Sword
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

    Move: #4: Graveyard

    Recovery Bound Lantern Archon, Examine 3 (Blessing of Abadar, Sorrowsoul, Detect Thoughts) & draw 1 (Sorrowsoul)

    Free Explore = 3: Vampire, Story Bane 2, Veteran: Combat 16(10+3+3) THEN Divine 10(7+3)

    Spoiler:
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#

    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.


    Athez.Stealth AD3 1d10+1+3+3+1d6, Reveal Stalking Armor +2, ac Banner of the Ancient Kings +1
    Vampire power, recharge a card (M2: Ghoul Bat (AD2))
    #1: Combat 16: 1d10 + 1 + 3 + 3 + 1d6 + 2 + 1 ⇒ (2) + 1 + 3 + 3 + (2) + 2 + 1 = 14 - Failing. Recharge Good Omen (Core) to Athez reroll
    Combat 16: 1d10 + 1 + 3 + 3 + 2 + 2 + 1 ⇒ (8) + 1 + 3 + 3 + 2 + 2 + 1 = 20 - Success

    Banish M1: Harpy (AD2) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2,
    Vampire power, recharge a card (Sorrowsoul)
    #2: Divine 10: 1d10 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10 - Success. Banished

    Location #4: Graveyard
    When Closing: Summon and defeat the story bane Zombie Minion.
    Encounter Zombie Minion, Core Story Bane 1, Veteran: Combat 9 THEN Combat 14(11+3)

    Spoiler:
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Athez.Stealth AD3 1d10+1+3+3+1d6, Reveal Stalking Armor +2, ac Banner of the Ancient Kings +1
    #1: Combat 9: 1d10 + 1 + 3 + 3 + 1d6 + 2 + 1 ⇒ (8) + 1 + 3 + 3 + (2) + 2 + 1 = 20 - Success

    Athez.Stealth AD3 1d10+1+3+3+1d6, Reveal Stalking Armor +2, ac Banner of the Ancient Kings +1
    #2: Combat 14: 1d10 + 1 + 3 + 3 + 1d6 + 2 + 1 ⇒ (9) + 1 + 3 + 3 + (3) + 2 + 1 = 22 - Success

    Closing #4: Graveyard
    4: Manticore - Banished
    5: Quivering Cube - Banished
    6: Ghoul - Banished
    7: Lich, Story Bane 3 Villain, Location not closed
    8: Restorative Touch - Banished

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.
    Bound Lantern Archon: Arcane 10: 1d10 + 2 + 2 ⇒ (8) + 2 + 2 = 12 -> Bound Lantern Archon recharged.

    Zetha resets her hand.
    Draw up Blessing of Abadar, Detect Thoughts, Bound Imp

    Summary
    Location = #4: Graveyard
    Acquired =
    Banished = 3: Vampire, 4: Manticore, 5: Quivering Cube, 6: Ghoul, 8: Restorative Touch
    Examined = 7: Lich

    Location =
    Added =

    From Box = M1: Harpy (AD2), M2: Ghoul Bat (AD2)

    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: Enchanted Fang, Stalking Armor, M1: Dire Lion (AD3), Blessing of Abadar, Detect Thoughts, Bound Imp,

    Displayed: Ahtez, ac Banner of the Ancient Kings, ac Magic Chain Mail,
    Deck: 10 Discard: 6 Buried: 4
    Hero Points: 2 // Zetha has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

    At the start of your move step, you may end your turn to remove this scourge.


    NOTES:
    Available Support: GLOBAL Effect: Banner: +1 on all combats. Buried if anyone fails a combat check
    b]Distant:
    Blessing Available
    Keeping Enchanted Fang vs Magic
    Local:
    Movement: Move with Arueshalae on closing

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spy (2), Evangelist, ac Embiggen, Augury, Staff of Minor Healing, Cockroach Coat
    Recharged: M2: Ghoul Bat (AD2), Good Omen (Core), Sorrowsoul, Bound Lantern Archon,
    Discard Pile: Twisted Space, ac Tayce Soldado, Dandy Brute, lt Lady of Valor, Blessing of the Spy, Blessing of Norgorber,
    Buried Pile: Charm Person (Core), ac The Lost, M1: Demonling (AD1), M2: Dire Badger (AD1),

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 (~ 2d6)
    ~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).

    ~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


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

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

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

    Adventure 3: When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.

    During This Scenario: If the story bane Mysterious Relic is not displayed, you cannot guard.

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

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

    When the Mysterious Relic is defeated, display it.

    Additional Rules:

    Wildcards

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

    Harrow: The Survivor, Suit: Shields:

    CotCT Blessing 1
    Traits: Harrow Suit: Shields Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore.

    Story Banes

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.

    1. Ancient Skeleton:

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

    2. Wight:

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

    3. Zombie Minion:

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

    3. Mummy:

    Core Story Bane 2
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    5. Vampire:

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

    6. Wraith:

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

    Villain: Lich (Trazavai)
    Henchmen (Closing): Vampire, Mummy, Carrion Golem, Wights—Proxy A

    Wight:

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

    Scenario Level (#): 3

    Turn: 19, Arueshalae/Akaitora

    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:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.

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

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

    Spoiler:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

    Spoiler:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

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

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

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

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

    Spoiler:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

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

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

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

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


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

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


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

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


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

    Armors
    Spoiler:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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

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

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


    Spoiler:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

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

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

    Spoiler:
    Elixir of Focus
    Core
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 8
    On a local non-combat check, banish to add the character's Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.

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

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

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

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

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

    Blessings
    Spoiler:
    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 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.

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

    Hour Power: When you fail a check, you may bury your hand and discards to reroll.

    Current Hour:

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

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/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 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    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 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    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 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    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.
    Hourglass Card 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    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 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    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.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
    Located/Displayed Here: Arueshalae/Akaitora, None

    Base Card 1:
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 2:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3:
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 4:
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 5:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #3: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ostog/MauveAvengr, None
    Lair Card 1:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Lair Card 2:
    Mysterious Relic
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 4+#
    OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Location #4: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Thunderstorm
    Graveyard Card 1 (Lich):
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Starting Arueshalae's turn. The hour is Asmodeous Tyranny. Hour Power: When you fail a check, you may bury your hand and discards to reroll.

    Arueshalae will move to the Lair.

    Arueshalae will explore and encounter Lair Card 1: Wood Golem. Before acting, she has to make a check.

    BYA Constitution 6: 1d6 ⇒ 5
    Combat Damage: 1d4 ⇒ 3

    Arueshalae recharges her Glamered Leather Armor to reduce the damage by 2 and discards her Plague Mask for the remaining 1 damage.

    For her check to defeat, Arueshalae will reveal her Starbow to use her Dexterity + Strength die + 3. She will also discard it to add 1d8 more.

    CtD Combat, 18: 1d8 + 4 + 1d8 + 1d6 + 3 + 1d8 ⇒ (6) + 4 + (5) + (2) + 3 + (7) = 27

    Defeated!

    Arueshalae will now banish her Balmberry to heal 1 and remove the Wounded condition. She heals 1: Orison.

    Arueshalae will now discard Priest of Abadar to explore again, adding 1d4 to her checks against barriers. Arueshalae encounters Lair Card 2: Mysteriours Relic (a barrier).

    For her check to defeat, Arueshalae will recharge the Gentleman Explorer to add 1d6 to her check against a barrier. She will also bury Pathfinder Chronicler to add 1d4+3 to her check against a barrier.

    CtD Knowledge 9: 1d12 + 1 + 1d4 + 1d6 + 1d4 + 3 ⇒ (6) + 1 + (2) + (4) + (1) + 3 = 17

    Defeated! Mysterious Relic gets displayed next to the scenario. We can now guard locations!

    During her close your location step, Arueshalae's location IS empty, so she will ask Ostog to discard his Blessing of Shax to bless her Strength check twice

    Closing Lair, Strength 8: 3d6 ⇒ (6, 1, 2) = 9

    Lair is closed! Arueshalae will move to the Base. Ostog needs to move on his location closing.

    Arueshalae will end her turn and reset her hand.

    Arueshalae wrote:

    Hand: Frost Longbow, Heavy Crossbow, Swallowtail Bracers, Charm Person, Lady Luck, Deathbane Light Crossbow,

    Displayed:
    Deck: 5 Discard: 5 Buried: 3
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: Heavy Crossbow can add 1d8 to a distant combat check. Balmberry if you have a scourge to banish it and heal 1.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gentleman Explorer, Glamered Leather Armor, Orison, The Marriage
    Recharged:
    Discard Pile: Cerulean Mastermind, Naval Hero, Plague Mask, Starbow, Priest of Abadar,
    Buried Pile: Desna's Freedom, Lamashtu's Madness, Pathfinder Chronicler,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

    After the start of Ostog's turn, Arueshalae will banish Charm Person to draw a random ally that lists diplomacy in its check to acquire. Arueshalae draws random ally 2: Acadamae Scholar (Ally 3!).

    Arueshalae wrote:

    Hand: Frost Longbow, Heavy Crossbow, Swallowtail Bracers, Acadamae Scholar, Lady Luck, Deathbane Light Crossbow,

    Displayed:
    Deck: 5 Discard: 5 Buried: 3
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: Heavy Crossbow can add 1d8 to a distant combat check. Balmberry if you have a scourge to banish it and heal 1.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Mute Hag, The Marriage, Glamered Leather Armor, Gentleman Explorer
    Recharged:
    Discard Pile: Cerulean Mastermind, Naval Hero, Plague Mask, Starbow, Priest of Abadar,
    Buried Pile: Desna's Freedom, Lamashtu's Madness, Pathfinder Chronicler,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Arueshalae's Gift is currently displayed on Ostog, adding 1d4+1 to Strength checks until further notice. Arueshalae used Blessing of Shax. Move to Graveyard on Arueshalae's turn.
    Turn: Turn 20 - Sands of the Hour

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

    Hour Power: No effect

    SOT: N/a
    Move: Stay at Graveyard
    Explore: Lich

    Lich:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Ostog can use Melee on any Before Acting check.

    Melee 4+3=7: 1d10 + 5 ⇒ (2) + 5 = 7

    Passed. For first combat check, Ostog will reveal Wounding Spear-Axe +1 and discard Dwarven Earthbreaker +1 (can discard instead of bury due to Orange War Paint) to do Melee+1d8+1+1d12. Add additional 1d8 since bane is a villain. Arueshalae's Gift adds additional 1d4+1.

    Combat 12+3+3=18: 1d10 + 5 + 1d8 + 1 + 1d8 + 1d12 + 1d4 + 1 ⇒ (6) + 5 + (6) + 1 + (1) + (7) + (3) + 1 = 30

    For second combat check, Ostog will reveal Wounding Spear-Axe +1 and discard Plaguebringer's Mask (can discard instead of bury due to Orange War Paint) to do Melee+1d8+1+1d12. Add additional 1d8 since bane is a villain. Arueshalae's Gift adds additional 1d4+1.

    Combat 11+3+3=17: 1d10 + 5 + 1d8 + 1 + 1d8 + 1d12 + 1d4 + 1 ⇒ (3) + 5 + (6) + 1 + (8) + (7) + (1) + 1 = 32

    Lich is defeated! We win?

    End Turn: Reset Hand.


    Development:

    Trazavai doesn’t go down easily, but you finally manage to end him. The ornate necklace he wore is tougher than steel. Eventually, you manage to crack it open. As you smash the black onyx at its heart, a blue mist filled with tormented faces escapes, dissipating into the air.

    With his destruction, the remaining undead prove little threat. After a quick search of the keep, you find the Inheritor’s relic. At first glance, it appears to be just a scrap of red wool, but it glows with a holy radiance. Trazavai lacked either the time or the power—or both—to desecrate it. You claim the relic and return to Vellumis, leaving the ruined fortress behind.

    Reward

    Loot: blessings Pharasma’s Knowing and Urgathoa’s Gluttony

    Adventure Reward

    Gain a supporter feat. Each character chooses a type of feat and increases their maximum number of that feat type to their tier +1.

    Acquired Cards

    Sergeant-at-arms (Ally 2)
    Naval Hero (Ally 2)
    Magic Chain Mail (Armor 1)
    The Lost (Blessing 1)
    Red Mantis Mask (Item 3)
    Banner of the Ancient Kings (Item 2)
    Embiggen (Spell 2)
    Humanbane Rapier (Weapon 2)
    Snakebite Dagger (Weapon 1)


     
     
     
     
     
    Prologue

    Her breath caught in her throat. Her palms slipped, too sweaty to grasp the door handle glimmering in the setting sun. For a moment, she hesitated... but the snickering of her companions spurred her. She wiped her hand on her shirt, straightened her shoulders, and barged into the abandoned manor.

    Her sister and friends had teased her about being afraid to open the door. She let the door swing nearly closed. Utterly silent, she waited, listening to them whisper outside.

    “Mally?” her sister called, tentatively. ”Are you okay in there?"

    Mally stifled a giggle and held perfectly still.

    The door squeaked again. Henda, her older sister, peeked inside. Her face pinched with worry, Henda was blinded by the setting sun. As she turned to speak to the others, Mally took her chance, leaping forward with a blood-curdling shriek.

    Henda's scream hurt Mally’s ears. She collapsed in a fit of giggles as Henda clung to her friend Tilso.

    “Are you okay?" The dwarven boy's voice wavered a little. He shot concerned glances at the dark depths of the house.

    Swaggering from her success, Mally poked around the room’s sparse furniture. To her untrained eye, everything seemed of excellent quality, though a thick layer of dust covered every surface.

    “Scaredy cats!" Mally announced. “Nothing in here but mice."

    Henda stomped her foot. “It‘s not funny! You’d have screamed, too." She shoved Mally, maybe a little harder than she intended. “I’ll bet you can’t spend a whole night in there."

    “Well, I bet you can't, either!" Mally yelled.

    Halurian looked interested for the first time. “I dare everyone to spend a whole night in the house!" the half-elf said. ”I’ll bet none of you can."

    Tilso went white and started to protest. The others overrode him.

    They all ventured into the house. Tilso stayed close to Halurian, his stout frame sticking out to either side of Halurian’s gangly form. Halurian surveyed the surroundings with interest, seeking a way to scare the other children.

    Halurian shoved their foot under a hat stand. Something small and furry shot out, running across Tilso’s foot. He jumped back, bumping into the door, which crashed closed. Tilso’s scream wasn’t quite as deafening as Henda’s, but it sent the mouse fleeing into the darkness.

    “It's a good thing no ones here," Halurian scoffed. “You lot could raise the dead with your ruckus."

    Mally sniffed and stomped down the hallway. “It’s just us! Everyone just makes up those stories to keep kids from having fun. Nothing bad is going to happen."

    A distant wail sounded from within the house.

    “Wait, I thought I heard something!” Tilso exclaimed. They all stopped, clumping together, and listened intently. Mally snapped at Tilso, trying to reassure herself, “Hey, cut it out! I told you there’s nothing here but mice." Determined to prove her bravery, she ran to the nearest door and threw it open. It was an old dining hall, its table set with porcelain and silver. As she stepped inside, the table’s candles flickered to life, burning with golden light.

    A NIGHT AT BLOODTHORNE MANOR
    During this Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.


     
     
     
     
     
    Scenario A: A Ghostly Welcome

    Quote:

    Mally stared at the golden candlelight. The flickering extended, touching Mally's hand, before resolving itself into the misty shape of a young boy.

    ”I—I’m Mally," she said, her voice as brave as she could make it. ”I'm sorry we disturbed you."

    The glowing form smiled and nodded.

    Mally turned to her friends. “I think we're—where’s Tilso?"

    From the tales you heard of Tregan, a town straddling Taldor's border with revolutionary Galt, you expected it to be a place of adventure and intrigue, a wellspring of inspiration for your latest tales. The reality has proven far more mundane. Even here, in a bustling tavern where the ale flows freely, the conversation has been disappointingly ordinary. The tavern doors slam open, jolting you out of your thoughts.

    A young dwarf barges into the room and drops to his knees, his breath coming in gasps.

    “We—we went to the haunted manor," he explains, coughing. ”They wanted to spend the night. Show everyone it was just a bunch of stupid stories."

    An elder dwarf picks up a stool, setting it behind the boy and helping him onto the seat. “Breathe, son. What happened? Who is ‘we'?"

    The boy sputters, “Everyone’s still in the manor. The ghosts got them. I was the only one who got out!"

    A nervous elf wearing an oversized shawl asks, “Was Halurian there? Oooh, my child’s always finding trouble. Please tell me you didn’t drag them into this."

    The dwarf warns, “Tilso, you better not be pulling my leg. Tell everyone what happened."

    ”Uncle Rogrin! It was Mally’s idea! Me and Mally and Henda and Halurian went up to Bloodthorne Manor. We were gonna spend the night and come back tomorrow after the sun came up. But then there was a scream and ghosts appeared and I ran and when I looked back no one was following me and they're all trapped in that house!"

    Rogrin sighs, “Or they aren’t as quick to spook as you when an old floorboard creaks or the wind howls. I’ll go get ’em and bring 'em home." Several others in the room stand and join Rogrin, including the woman in the oversized shawl.

    Tilso cries, “No! It’s not safe! The ghosts will get you too!"

    Finally, some excitement. You clear your throat and offer your assistance. If the place really is haunted, this wouldn’t be your first time tangling with ghosts.

    Rogrin looks you up and down and then nods. “All right, you can come with us. Hear that, Tilso? We got some ghost hunters with us. Now go home." Tilso thanks you before scampering off.

    You and the others take a short walk under a clear night sky. Soon, you reach a dilapidated manor. Rogrin throws open the door. Halurian’s mother calls out, ”Halurian, are you in there? Come down here this instant!" In response, the floorboards creak. An eerie blue light fills the entryway, gathering into a chorus of wailing spectres.

    Looks like this place is haunted after all!

    Story Banes

    Danger: The monster Ghost
    Villain: None
    Henchmen (Closing):The monster Ghost—Proxy A

    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.

    Setup

    Before building the locations, set aside the monster Ghost.

    After preparing the story banes, reload a Proxy B into each location.

    During This Scenario

    When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge # cards to add 1d4 and the Magic trait.

    Harrowing

    Raheli: The Lost:

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

    Zetha: 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.

    Arueshalae: 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.

    Ostog: 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.


    During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge # cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes

    Danger: The monster Ghost
    Villain: None
    Henchmen (Closing):The monster Ghost—Proxy A

    Harrows

    Raheli: The Lost:

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

    Zetha: 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.

    Arueshalae: 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.

    Ostog: 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.

    Danger:

    Ghost:

    Monster
    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.

    Scenario Level (#): 4

    Turn: 0, Ostog/MauveAvengr

    Random Cards:

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

    Spoiler:
    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:
    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:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

    Spoiler:
    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.

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

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

    Spoiler:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

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

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

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

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

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

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

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


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

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


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

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


    Spoiler:
    Fly
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spoiler:
    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.


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

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

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

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

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

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


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

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

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

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

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

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

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

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

    Blessings
    Spoiler:
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Spoiler:
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Spoiler:
    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.

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None

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

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Location #4: 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: None

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Arueshalae will start at the Office.

    She is bringing Balmberry along instead of her Spyglass.

    Arueshalae wrote:

    Hand: Orison, Gentleman Explorer, Gem of Mental Acuity (Core), Cerulean Mastermind, Charm Person, Desna's Freedom,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Office
    Hero Points: 2
    NOTES:
    Available Support: Heavy Crossbow can add 1d8 to a distant combat check. Balmberry if you have a scourge to banish it and heal 1.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathbane Light Crossbow, Balmberry, Lamashtu's Madness, The Marriage, Frost Longbow, Starbow, Swallowtail Bracers, Sergeant-at-arms, Heavy Crossbow, The Mute Hag, Glamered Leather Armor, Lady Luck
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.


    Ostog upgraded Blessing of the Samurai into Blessing of Achaekek.

    Will start off in the Office.

    No loot since this is a separate adventure.

    Ostog wrote:

    Hand: Improvised Club, Crowbar, Quartermaster, Blessing of Shax, The Winged Serpant,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Office
    Hero Points: 4
    Paizo Reroll: Not used
    NOTES:
    Available Support: Blessings!
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Samurai, Shock Glaive +1, Blessing of Achaekek, Wounding Spear-Axe +1, Blessing of the Gods, Blessing of Gorum, Topaz of Strength, Greatsword, Dwarven Earthbreaker +1, Blessing of Tsukiyo, Orange War Paint, Smith, Greatclub +1, Legonnaire Chaplain
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapon
    POWERS:
    You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
    When another local character moves during their move step, you may move to an open location.
    ☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    ☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
    ☑ Before you reset your hand, you may recharge any number of weapons (☐ and items).
    ☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

    Dark Archive

    Zetha - Start
    - A: A Ghostly Welcome

    Card Upgrade
    - Haste in, Twisted Space out

    Loot swaps
    =

    Starting location
    - #1: Manor

    Harrowing
    Zetha: The Mute Hag: added to starting hand

    Starting Hand
    "

    Zetha wrote:

    Hand: Staff of Minor Healing, Cockroach Coat, Enchanted Fang, Stalking Armor, Sorrowsoul, Evangelist, hw The Mute Hag,

    Displayed: Ahtez,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 2 // Zetha has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

    At the start of your move step, you may end your turn to remove this scourge.


    NOTES:
    Available Support: b]Distant:[/b] Keeping Enchanted Fang vs Magic
    Local:
    Movement: On Close: Move to #4: Library

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): lt Lady of Valor, Blessing of Norgorber, Bound Imp, Bound Lantern Archon, Detect Thoughts, Good Omen (Core), Blessing of the Spy, Haste, Blessing of the Spy (2), Dandy Brute, Blessing of Abadar, Charm Person (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
    ~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).

    ~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    deck handler

    Raheli will select Flesh Poppet as cohort.

    Start at #3: Graveyard

    "

    Raheli wrote:

    Hand: Corrosion, Cure, Black Spot, Embalming Fluid, Fox, Shy Ratani,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: #3: Graveyard
    Hero Points: 1
    Tier.XP: 4.0
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: reduce Monster DC by 5
    Corrosion: + 1 die vs Barrier
    Fox: +1d4 Int or Wis
    Movement: If location close, move to #2: Crypt
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Wayfinder, Blessing of Abadar, Blessing of Kofusachi, Compass, Amulet of Life, Old Salt, Gem of Physical Prowess, The Lost, Blessing of Milani, Binder's Tome, Boots of Friendly Terrain (Core), Stone Skin
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Skills from Cohort: Flesh Poppet
    Arcane: Intelligence +2
    Divine: Wisdom +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "


    During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge # cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes

    Danger: The monster Ghost
    Villain: None
    Henchmen (Closing):The monster Ghost—Proxy A

    Harrows

    Raheli: The Lost:

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

    Zetha: 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.

    Arueshalae: 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.

    Ostog: 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.

    Danger:

    Ghost:

    Monster
    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.

    Scenario Level (#): 4

    Turn: 1, Raheli/kuey

    Random Cards:

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

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


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

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

    Spoiler:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.

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

    Barriers
    Spoiler:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

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

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

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

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

    Spoiler:
    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:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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

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


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

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


    Armors
    Spoiler:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.

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

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

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

    Spoiler:
    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:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

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

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

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

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


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

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

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

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

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

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

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

    Spoiler:
    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.

    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:
    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 Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    Current Hour:

    The Foreign Trader:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 Zetha/MatsuKurisu
    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 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    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 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 Raheli/kuey
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 5 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Zetha/MatsuKurisu
    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 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    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 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/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 9 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 11 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Ostog/MauveAvengr
    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 12 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 13 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Zetha/MatsuKurisu
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Hourglass Card 14 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 Arueshalae/Akaitora
    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 15 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Ostog/MauveAvengr
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 16 Raheli/kuey:
    Spoiler:
    Hourglass Card 16 Raheli/kuey
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 17 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 Zetha/MatsuKurisu
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 18 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 18 Arueshalae/Akaitora
    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 19 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 20 Raheli/kuey
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 21 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 21 Zetha/MatsuKurisu
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 22 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 22 Arueshalae/Akaitora
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 23 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 23 Ostog/MauveAvengr
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 24 Raheli/kuey:
    Spoiler:
    Hourglass Card 24 Raheli/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 25 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 25 Zetha/MatsuKurisu
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 26 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 26 Arueshalae/Akaitora
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 27 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 27 Ostog/MauveAvengr
    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 28 Raheli/kuey:
    Spoiler:
    Hourglass Card 28 Raheli/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 29 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 29 Zetha/MatsuKurisu
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/MatsuKurisu, None

    Manor 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.
    Manor Card 2:
    Dragon's Breath
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

    Manor Card 3:
    Drums of Haste
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 8
    At the end of a local character's move step, display at your location.
    While displayed:
    * At the end of each turn, local characters may move, and distant characters may move here.
    * At the start of your turn, discard this card; if proficient, recharge it instead.
    Manor Card 4:
    Sergeant-at-arms
    CotCT
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 10
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
    Manor Card 5:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    IntelligenceArcaneCraft 8
    OR CharismaDiplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

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

    Manor Card 6:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Manor Card 7:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Manor Card 8:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Manor Card 9:
    Elixir of Focus
    Core
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 8
    On a local non-combat check, banish to add the character's Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.
    Manor Card 10:
    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.
    Manor Card 11:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #2: 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 ?: 2
    Located/Displayed Here: None
    Reading Room 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.
    Reading Room Card 2:
    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.

    Reading Room Card 3:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    Reading Room Card 4:
    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.

    Reading Room Card 5:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Reading Room Card 6:
    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.
    Reading Room Card 7:
    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 8:
    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.
    Reading Room Card 9:
    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.
    Reading Room Card 10:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Reading Room Card 11:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Raheli/kuey, None
    Graveyard Card 1 (Henchman Proxy B3):
    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.
    Graveyard Card 2:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Graveyard Card 3:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 4:
    Brain Ooze
    Core
    Monster 2
    Traits:
    Mental
    Ooze
    To Defeat:
    Combat 12
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
    Graveyard Card 5:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Graveyard Card 6:
    Summoning Trap
    Core
    Barrier 3
    Traits:
    Skirmish
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    If undefeated, reload a new monster into your location, then banish this barrier.
    Graveyard Card 7:
    Emperor Cobra
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 13
    Vulnerable to Cold.
    After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
    Graveyard Card 8:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Graveyard Card 9:
    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.
    Graveyard Card 10:
    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.
    Graveyard Card 11:
    Impervious Chain Shirt
    Core
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may bury to reduce it to 0.
    * You may discard to remove 1 of your scourges.

    Location #4: 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: None
    Library Card 1 (Henchman Proxy B2):
    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 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:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.
    Library Card 4:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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

    Library Card 5:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
    Library Card 6:
    Mistform
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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

    Library Card 7:
    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.

    Library Card 8:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

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

    Library Card 9:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Library Card 10:
    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.
    Library Card 11:
    Cryptic Message
    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Office Card 1 (Henchman Proxy B1):
    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.
    Office Card 2:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
    Office Card 3:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Office Card 4:
    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.
    Office Card 5:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Office Card 6:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.
    Office 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.

    Office Card 8:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Office Card 9:
    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.
    Office Card 10:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Office Card 11:
    Stinging Wasps
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 11
    OR Disable 9
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.


    deck handler

    Thanks for the reminder. Have added the Hallow blessing to Raheli's hand.

    Out of Turn Updates: Nil
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 1: The Foreign Trader
    Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    SOT: Nil
    Give Card: Nil
    Move: Stay at #3: Graveyard
    Explore:
    #1: Henchman Proxy B3 ==> Banished and summon Ghost. Raheli encounter as only one at location.

    Ghost:

    Monster
    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.

    Recharge Cure for Dex+2d8
    Reveal Embalming Fluid for +2 (ignoring Immunity to poison)
    Put Black Spot into Recovery to reduce DC by 5
    Combat DC11+8-5: 1d10 + 3 + 2d8 + 2 ⇒ (9) + 3 + (1, 3) + 2 = 18 ==> Defeated
    Draw card ==> Binder's Tome
    Embalming Fluid: Disable DC7: 1d10 + 5 ⇒ (4) + 5 = 9 ==> No need to bury card.
    Recharge The Lost to place marker on cohort (1)

    Suffer Frightened.

    Discard Fox to explore again.

    #2: Symbol of Fear:

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

    Recharge Shy Ratani to bless (Blessing discard power)
    Arcane DC10: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (6) = 14 ==> Defeated

    End Turn:
    Recovery: Black Spot, Arcane DC6: 1d8 + 2 ⇒ (5) + 2 = 7 ==> Recharged.
    Reset hand.

    "

    Raheli wrote:

    Hand: Corrosion, Binder's Tome, Embalming Fluid, Old Salt, Boots of Friendly Terrain (Core), Blessing of Abadar,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Current Location: #3: Graveyard
    Hero Points: 1
    Tier.XP: 4.0
    Reroll Avail: Yes // Raheli 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: Blessing: Use as needed
    Corrosion: + 1 die vs Barrier
    Movement: If location close, move to #2: Crypt
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Compass, Stone Skin, Gem of Physical Prowess, Wayfinder, Blessing of Milani, Blessing of Kofusachi, Amulet of Life, Staff of Minor Healing
    Recharged: Cure, The Lost, Shy Ratani, Black Spot,
    Discard Pile: Fox,
    Buried Pile:

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

    Skills from Cohort: Flesh Poppet
    Arcane: Intelligence +2
    Divine: Wisdom +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Dark Archive

    Out of Turn Updates

    Turn order
    kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Hour = 1 Zetha/MatsuKurisu: The Hidden Truth
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.

    Start of Turn

    At: #1: Manor

    Draw M1: Chimera (AD3), M2: Mammoth (AD3) to hand
    Display Cockroach Coat

    Give: No

    Move: No

    Free Explore = 1: Henchman Proxy B5
    Banished and summon Ghost. Zetha encounter as only one at location.
    Zetha banish Monster(M2: Mammoth (AD3)) to evade summoned Ghost

    Zetha is Frightened

    Recharge hw The Mute Hag, examine & if encountered, checks are blessed
    2: Dragon's Breath, Spell 3

    Discard Sorrowsoul, explore, +1 or 1 or 2 =
    2: Dragon's Breath, Spell 3: Arcane 11

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

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


    Arcane 1d10+2+2, hw The Mute Hag +1d10, Reveal Evangelist +1
    Arcane 11: 1d10 + 2 + 2 + 1d10 + 1 ⇒ (1) + 2 + 2 + (6) + 1 = 12 - Acquired

    Recharge Staff of Minor Healing to heal(Sorrowsoul)

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.

    Zetha resets her hand.
    Discard ac Dragon's Breath
    Draw up lt Lady of Valor, Blessing of Abadar

    Summary
    Location = #1: Manor
    Acquired = 2: Dragon's Breath
    Banished = 1: Henchman Proxy B5
    Examined =

    Location =
    Added =

    From Box = M1: Chimera (AD3), M2: Mammoth (AD3)

    Displayed =

    Give =
    Used =

    Other = Zetha is Frightened

    "

    Zetha wrote:

    Hand: Enchanted Fang, Stalking Armor, Evangelist, M1: Chimera (AD3), lt Lady of Valor, Blessing of Abadar,

    Displayed: Ahtez, Cockroach Coat,
    Deck: 14 Discard: 1 Buried: 0
    Hero Points: 2 // Zetha 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: b]Distant:[/b] Keeping Enchanted Fang vs Magic
    Lady of Valor: +2d8 on check. USE IF YOU NEED ANY SUPPORT. Can't play on Zetha
    BoAbader: Available
    Local:
    Movement: On Close: Move to #3: Graveyard

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spy (2), Haste, Sorrowsoul, hw The Mute Hag, Augury, Blessing of the Spy, Dandy Brute, Detect Thoughts, Blessing of Norgorber, Good Omen (Core), Charm Person (Core), Bound Lantern Archon
    Recharged: Staff of Minor Healing,
    Discard Pile: ac Dragon's Breath,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
    ~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).

    ~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Starting Arueshalae's turn. The hour is Benefaction. No effect.

    Arueshalae will stay at The Office.

    She will explore and encounter Office Card 1: Proxy B. It is banished and a ghost is summoned. Arueshalae evades it. Then she becomes frightened.

    Arueshalae will recharge Orison (since the hour's level is 0) to explore again and encounter Office Card 2: Embiggen. Arueshalae can't easily acquire it, so she will banish it.

    Arueshalae will discard Gentleman Explorer next to examine Office Card 3: Ausio Carowyn, then she will explore and try to acquire the card.

    CtA Diplomacy 7: 1d12 + 3 ⇒ (7) + 3 = 10

    Acquired! Arue will discard it to explore again and encounter Office Card 4: Evil Eye. Arueshalae will not evade it.

    For her check to defeat, she will recharge Desna's Freedom (since the check is against a barrier) to bless her Knowledge check. She will also freely discard The Eclipse to bless her check again.

    CtD Knowledge 12: 3d12 + 2 ⇒ (8, 10, 9) + 2 = 29

    Success! After playing her harrow, Arueshalae heals 1: Gentleman Explorer. Her deck is shuffled.

    Arueshalae will finally banish Charm Person to draw a random ally listing Diplomacy in its check to acquire: Jasan Adriel, an ally 4! Nice.

    Arueshalae will then end her turn and reset her hand.

    Arueshalae wrote:

    Hand: Lady Luck, Jasan Adriel, Gem of Mental Acuity (Core), Cerulean Mastermind, Glamered Leather Armor, Orison,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Office
    Hero Points: 2 // Arueshalae 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: Use my Blessings if needed.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gentleman Explorer, Lamashtu's Madness, The Marriage, Swallowtail Bracers, Deathbane Light Crossbow, Helpful Haversack, The Mute Hag, Sergeant-at-arms, Heavy Crossbow, Starbow, Balmberry, Frost Longbow
    Recharged:
    Discard Pile: Ausio Carowyn, The Eclipse,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Arueshalae's Gift is currently displayed on Ostog, adding 1d4+1 to Strength checks until further notice. Become Frightened on Arueshalae's turn.
    Turn: Turn 4 - Sands of the Hour

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

    Hour Power: No effect

    SOT: N/a
    Move: Stay at Office
    Explore: Keen Starknife

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

    Melee 12: 1d10 + 5 ⇒ (8) + 5 = 13

    Acquired! Discard Quartermaster to explore again.

    Explore 2: Sable Company Marine

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

    Dexterity 11: 1d6 ⇒ 6

    Not acquired. Discard The Winged Serpent to examine the top card of Graveyard (and may optionally move and encounter). Examine Henchman Proxy A2. Will move and explore. Since played Harrow, will heal a card. Heal Quartermaster.

    Explore 3: Graveyard Card 3 - Ghost

    Ghost:
    Ghost
    Monster
    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.

    Mental Damage (Frightened): 1d4 - 1 ⇒ (3) - 1 = 2 Discard Crowbar and Improved Club as 2 (unreduceable) Mental damage.

    For combat check, will reveal and recharge Keen Starknife to Melee+1d4+1+1d4. Arueshalae's Gift adds 1d4+1. Will discard Blessing of Shax to bless twice.

    Combat 11+5+5=21: 3d10 + 5 + 1d4 + 1 + 1d4 + 1d4 + 1 ⇒ (9, 2, 2) + 5 + (1) + 1 + (4) + (3) + 1 = 28

    Has Magic trait so defeated. Can attempt to close. Summon and encounter Zombie Minion.

    Zombie Minion:
    Zombie Minion
    Story Bane
    Traits:
    Undead
    Zombie
    Veteran
    Check to Defeat:
    Combat 9 THEN
    Combat 11+#
    Powers:
    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Mental Damage (Frightened): 1d4 - 1 ⇒ (4) - 1 = 3

    Empty hand so no damage. Will punch the Zombie. Arueshalae's Gift adds 1d4+1.

    Combat 9: 1d10 + 5 + 1d4 + 1 ⇒ (1) + 5 + (1) + 1 = 8 Use Paizo Reroll[ on 1d10

    Combat 9 w/ Reroll: 1d10 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12

    For second combat, will ask Zetha for The Lady Valor to add 2d8. Arueshalae's Gift adds 1d4+1.

    Combat 11+5=16: 1d10 + 5 + 1d4 + 1 + 2d8 ⇒ (2) + 5 + (3) + 1 + (6, 2) = 19

    Graveyard is closed! Shuffle a random Undead into another location.

    Random location: 1d4 ⇒ 4 - Shuffle an Undead monster into the Office.

    Raheli and Ostog heal Frightened. Ostog will move to Reading Room. Raheli moves somewhere (will just place her at the Office).

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Dwarven Earthbreaker +1, Greatsword, Blessing of Tsukiyo, Blessing of the Samurai,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Reading Room
    Hero Points: 4
    Paizo Reroll: Not used
    NOTES:
    Available Support: Blessings!
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shock Glaive +1, Wounding Spear-Axe +1, Blessing of Achaekek, Blessing of the Gods, Blessing of Gorum, Legonnaire Chaplain, Quartermaster, Smith, Greatclub +1, Orange War Paint, Topaz of Strength
    Recharged: Keen Starknife,
    Discard Pile: Crowbar, The Winged Serpant, Improvised Club, Blessing of Shax,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapon
    POWERS:
    You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
    When another local character moves during their move step, you may move to an open location.
    ☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    ☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
    ☑ Before you reset your hand, you may recharge any number of weapons (☐ and items).
    ☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 0 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0))
    "Notes for Zetha: Ostog used Lady of Valor
    Additional Info 1: On your check, you may recharge # cards to add 1d4 and the Magic trait.
    When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    Additional Info 2: After you play your harrow, you may heal a card."
    Zetha - Manor 3-11 remain
    Ostog - Reading Room 1-11 remain // 1=Henchman Proxy B

    Library 1-11 remain // 1=Henchman Proxy B
    Arue, Raheli - Office 7-11, 12 remain // 12=Undead Monster


    deck handler

    Out of Turn Updates: On Ostog's turn, remove Frightened and move to Location #5: Office
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 5: Iomedae's Justice
    Hour Power: On your check against an Outsider card, add 1d4.
    SOT: Nil
    Give Card: Nil
    Move: Move to #4: Library
    Explore:
    #1: Henchman Proxy B3 ==> Banished and summon Ghost. Raheli encounter as only one at location.

    Summoneed: Ghost:

    Monster
    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.

    Recharge Boots of Friendly Terrain (Core) for Dex+2d8
    Reveal Embalming Fluid for +2 (ignoring Immunity to poison)
    Remove marker on cohort for +1d8
    Combat DC11+8: 1d10 + 3 + 2d8 + 2 + 1d8 ⇒ (10) + 3 + (3, 3) + 2 + (1) = 22 ==> Defeated
    Draw card ==> Binder's Tome
    Embalming Fluid: Disable DC7: 1d10 + 5 ⇒ (2) + 5 = 7 ==> No need to bury card.
    Recharge Binder's Tome to place marker on cohort (1)

    Suffer Frightened.

    Discard Blessing of Abadar to explore again.

    #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.

    Recharge Old Salt for +4
    Arcane DC9: 1d8 + 2 + 4 ⇒ (7) + 2 + 4 = 13 ==> Acquired

    Recharge Staff of Minor Healing to heal 1 ==> Blessing of Abadar

    End Turn: Reset hand.

    "

    Raheli wrote:

    Hand: Corrosion, Wand of Flame, Embalming Fluid, Amulet of Life, Old Salt, Shy Ratani,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: #4: Library
    Hero Points: 1
    Tier.XP: 4.0
    Reroll Avail: Yes // Raheli 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: Blessing: Use as needed
    Corrosion: + 1 die vs Barrier
    Movement: If location close, move to #2: Crypt
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gem of Physical Prowess, Compass, Stone Skin, Blessing of Abadar, Wayfinder, Boots of Friendly Terrain (Core), Black Spot, Staff of Minor Healing, Binder's Tome, Blessing of Milani, Cure, The Lost, Blessing of Kofusachi
    Recharged:
    Discard Pile: Fox,
    Buried Pile:

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

    Skills from Cohort: Flesh Poppet
    Arcane: Intelligence +2
    Divine: Wisdom +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 0 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0))
    "Notes for Zetha: Ostog used Lady of Valor
    Additional Info 1: On your check, you may recharge # cards to add 1d4 and the Magic trait.
    When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    Additional Info 2: After you play your harrow, you may heal a card."
    Zetha - Manor 3-11 remain
    Ostog - Reading Room 1-11 remain // 1=Henchman Proxy B

    Raheli - Library 3-11 remain
    Arue, - Office 7-11, 12 remain // 12=Undead Monster

    Dark Archive

    Out of Turn Updates
    Discard lt Lady of Valor for Ostog

    Turn order
    kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Hour = 5 Zetha/MatsuKurisu: The Snakebite
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    Start of Turn

    At: #1: Manor

    Draw M3: Giant Anaconda (AD3), M4: Infantry Devil (AD2) to hand

    Give: No

    Move: #5: Office
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.

    Free Explore Top card 7-11,U: 1d5 ⇒ 5 Undead Monster
    M5: Vampiric Mist, Aberration - Mope. That seems weird... its a Vampire

    Turn Paused. Need random undead monster


    This is update is for the beginning of Zetha's turn. Zetha rolled d5 for a location with six cards, which wouldn't have been the random undead. I shuffled the location, so she should just encounter the top card.

    During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge # cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes

    Danger: The monster Ghost
    Villain: None
    Henchmen (Closing):The monster Ghost—Proxy A

    Harrows

    Raheli: The Lost:

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

    Zetha: 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.

    Arueshalae: 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.

    Ostog: 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.

    Danger:

    Ghost:

    Monster
    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.

    Scenario Level (#): 4

    Turn: 6, Zetha/MatsuKurisu

    Random Cards:

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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


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

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

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

    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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.


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

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

    Spoiler:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Spoiler:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    Current Hour:

    The Snakebite:
    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.

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 1 Arueshalae/Akaitora
    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 2 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Ostog/MauveAvengr
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 3 Raheli/kuey:
    Spoiler:
    Hourglass Card 3 Raheli/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 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 4 Zetha/MatsuKurisu
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 5 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 5 Arueshalae/Akaitora
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 6 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 6 Ostog/MauveAvengr
    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 7 Raheli/kuey:
    Spoiler:
    Hourglass Card 7 Raheli/kuey
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 8 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 Zetha/MatsuKurisu
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Hourglass Card 9 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 9 Arueshalae/Akaitora
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 10 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 10 Ostog/MauveAvengr
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 11 Raheli/kuey:
    Spoiler:
    Hourglass Card 11 Raheli/kuey
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 12 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 12 Zetha/MatsuKurisu
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 13 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 13 Arueshalae/Akaitora
    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 14 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Ostog/MauveAvengr
    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 15 Raheli/kuey:
    Spoiler:
    Hourglass Card 15 Raheli/kuey
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 16 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 16 Zetha/MatsuKurisu
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 17 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 17 Arueshalae/Akaitora
    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 18 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 18 Ostog/MauveAvengr
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 19 Raheli/kuey:
    Spoiler:
    Hourglass Card 19 Raheli/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 20 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 20 Zetha/MatsuKurisu
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 21 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 21 Arueshalae/Akaitora
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 22 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 22 Ostog/MauveAvengr
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 23 Raheli/kuey:
    Spoiler:
    Hourglass Card 23 Raheli/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 24 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 24 Zetha/MatsuKurisu
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Manor Card 1:
    Drums of Haste
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 8
    At the end of a local character's move step, display at your location.
    While displayed:
    * At the end of each turn, local characters may move, and distant characters may move here.
    * At the start of your turn, discard this card; if proficient, recharge it instead.
    Manor Card 2:
    Sergeant-at-arms
    CotCT
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 10
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
    Manor Card 3:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    IntelligenceArcaneCraft 8
    OR CharismaDiplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

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

    Manor Card 4:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Manor Card 5:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Manor Card 6:
    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.
    Manor Card 7:
    Elixir of Focus
    Core
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 8
    On a local non-combat check, banish to add the character's Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.
    Manor Card 8:
    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.
    Manor Card 9:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #2: 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 ?: 2
    Located/Displayed Here: Ostog/MauveAvengr, None
    Reading Room 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.
    Reading Room Card 2:
    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.

    Reading Room Card 3:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    Reading Room Card 4:
    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.

    Reading Room Card 5:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Reading Room Card 6:
    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.
    Reading Room Card 7:
    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 8:
    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.
    Reading Room Card 9:
    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.
    Reading Room Card 10:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Reading Room Card 11:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Graveyard Card 1:
    Brain Ooze
    Core
    Monster 2
    Traits:
    Mental
    Ooze
    To Defeat:
    Combat 12
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
    Graveyard Card 2:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Graveyard Card 3:
    Summoning Trap
    Core
    Barrier 3
    Traits:
    Skirmish
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    If undefeated, reload a new monster into your location, then banish this barrier.
    Graveyard Card 4:
    Emperor Cobra
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 13
    Vulnerable to Cold.
    After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
    Graveyard Card 5:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    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.
    Graveyard Card 8:
    Impervious Chain Shirt
    Core
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may bury to reduce it to 0.
    * You may discard to remove 1 of your scourges.

    Location #4: 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: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raheli/kuey, None
    Library Card 1:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.
    Library Card 2:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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

    Library Card 3:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
    Library Card 4:
    Mistform
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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

    Library Card 5:
    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.

    Library Card 6:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

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

    Library Card 7:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Library Card 8:
    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.
    Library Card 9:
    Cryptic Message
    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/MatsuKurisu, Arueshalae/Akaitora, None
    Office Card 1:
    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.
    Office Card 2:
    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.
    Office Card 3:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Office Card 4:
    Geist
    CotCT
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
    Office Card 5:
    Stinging Wasps
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 11
    OR Disable 9
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Office Card 6:
    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.

    Dark Archive

    Out of Turn Updates
    Discard lt Lady of Valor for Ostog

    Turn order
    kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Hour = 5 Zetha/MatsuKurisu: The Snakebite
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    Start of Turn

    At: #1: Manor

    Draw M3: Giant Anaconda (AD3), M4: Infantry Devil (AD2) to hand

    Give: No

    Move: #5: Office
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.

    Free Explore = 1: Labyrinth, Barrier 1: Intelligence 10(6+4)

    Spoiler:
    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.

    Banish M4: Infantry Devil (AD2) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4, Reveal Evangelist +1
    Intelligence 10: 1d10 + 1 + 3 + 2 + 1d4 + 1 ⇒ (4) + 1 + 3 + 2 + (2) + 1 = 13 - Banished

    Discard Evangelist explore = 2: Red War Paint, Item 4: Melee 7

    Spoiler:
    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.

    Banish M4: Infantry Devil (AD2) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4
    Melee 7: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (1) + 1 + 3 + 2 + (3) = 10 - Acquired

    Display Red War Paint

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.

    Zetha resets her hand.
    Draw up

    Summary
    Location = #5: Office
    Acquired = 2: Red War Paint
    Banished = 1: Labyrinth
    Examined =

    Location =
    Added =

    From Box = M3: Giant Anaconda (AD3), M4: Infantry Devil (AD2)

    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: Enchanted Fang, Stalking Armor, Blessing of Abadar, M1: Chimera (AD3), Blessing of the Spy (2), hw The Mute Hag,

    Displayed: Ahtez, Cockroach Coat, ac Red War Paint,
    Deck: 12 Discard: 3 Buried: 0
    Hero Points: 2 // Zetha 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: Distant: Keeping Enchanted Fang vs Magic
    The Mute Hag & BoAbader: Available
    Local:
    Movement: On Close: Move to #3: Graveyard

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Detect Thoughts, Haste, Blessing of the Spy, Good Omen (Core), Bound Imp, Sorrowsoul, Charm Person (Core), Blessing of Norgorber, Bound Lantern Archon, Dandy Brute, Augury
    Recharged: Staff of Minor Healing,
    Discard Pile: ac Dragon's Breath, lt Lady of Valor, Evangelist,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
    ~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).

    ~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Starting Arueshalae's turn. The hour is Abadar's Law. Hour Power: On your check to close or to guard, add 1d4.

    Arueshalae will explore the office. She encounters Office Card 3: The Ghost! Just remembered I'm frightened, and I don't have a weapon, so I'll evade my encounter. Office is shuffled.

    Arueshalae will discard Cerulean Mastermind to explore again and encounter a random card.

    Random card to encounter: 1d4 + 2 ⇒ (2) + 2 = 4

    Arueshalae encounters Office Card 4: Geist! Another monster. Gah. Arueshalae will evade again.

    With 2 incorporeal foes around, I won't risk another explore. Arueshalae will end her turn and reset her hand.

    Arueshalae wrote:

    Hand: Lady Luck, Jasan Adriel, Gem of Mental Acuity (Core), Desna's Freedom, Glamered Leather Armor, Orison,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Office
    Hero Points: 2 // Arueshalae 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: Use my Blessings if needed.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Swallowtail Bracers, Helpful Haversack, The Mute Hag, Balmberry, The Marriage, Gentleman Explorer, Heavy Crossbow, Starbow, Lamashtu's Madness, Sergeant-at-arms, Deathbane Light Crossbow
    Recharged:
    Discard Pile: Cerulean Mastermind, Ausio Carowyn, The Eclipse,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Arueshalae's Gift is currently displayed on Ostog, adding 1d4+1 to Strength checks until further notice.
    Turn: Turn 8 - The Midwife

    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.

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

    SOT: Summon and encounter a monster. Summon Ghoul Bat

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

    Discard Blessing of Tsukiyo to bless.

    Fortitude 8: 2d10 + 2 ⇒ (4, 8) + 2 = 14

    For combat check, will reveal Dwarven Earthbreaker +1 to do Melee+2d6+1. Arueshalae's Gift adds 1d4+1.

    Combat 12: 1d10 + 5 + 1d6 + 1 + 1d4 + 1 ⇒ (8) + 5 + (2) + 1 + (2) + 1 = 19

    Move: Stay at Office
    Explore: Henchman Proxy B4

    Ghost:
    Ghost
    Monster
    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.

    For combat check, will reveal Dwarven Earthbreaker +1 to do Melee+2d6+1. Arueshalae's Gift adds 1d4+1. Bury Greatsword to add 1d12

    Combat 11+4+4=19: 1d10 + 5 + 1d6 + 1 + 1d4 + 1 + 1d12 ⇒ (4) + 5 + (5) + 1 + (2) + 1 + (9) = 27

    Ghost is defeated (check has the Magic trait). Become Frightened.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Dwarven Earthbreaker +1, Smith, Blessing of the Gods, Blessing of the Samurai,

    Displayed:
    Deck: 10 Discard: 5 Buried: 1
    Current Location: Reading Room
    Hero Points: 4
    Paizo Reroll: Used
    NOTES:
    Available Support: Blessings!
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Shock Glaive +1, Orange War Paint, Topaz of Strength, Legonnaire Chaplain, Blessing of Achaekek, Quartermaster, Wounding Spear-Axe +1, Greatclub +1
    Recharged: Keen Starknife,
    Discard Pile: Crowbar, The Winged Serpant, Improvised Club, Blessing of Shax, Blessing of Tsukiyo,
    Buried Pile: Greatsword,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Weapon
    POWERS:
    You may bury a card from your hand to add 1d12 (□+1) to your Strength or Constitution check; if you fail (☐ or if your check has the 2-Handed trait), you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3)(☐ 4).
    When another local character moves during their move step, you may move to an open location.
    ☑When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    ☐At the end of your turn, you may use 3 (☐ or 2) as your hand size for the rest of the turn.
    ☑ Before you reset your hand, you may recharge any number of weapons (☐ and items).
    ☐ If you would acquire an armor, banish it instead and draw a weapon (☐ or an item) from the box.

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 0 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0))
    "Notes for Ostog: Ostog is Frightened
    Additional Info 1: On your check, you may recharge # cards to add 1d4 and the Magic trait.
    When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    Additional Info 2: After you play your harrow, you may heal a card."
    Manor 1-9 remain
    Ostog - Reading Room 2-11 remain

    Raheli - Library 1-9 remain
    Arue, Zetha - Office 3-6 (shuffled) remain // 3=Ghost; 4=Geist


    deck handler

    Out of Turn Updates:Nil
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 9: Incitation
    Hour Power: No effect.
    SOT: Nil
    Give Card: Nil
    Move: Move to #5: Office
    Explore:
    Which card: 3-6?: 1d4 + 2 ⇒ (1) + 2 = 3
    #1: Henchman Proxy A1

    Ghost:

    Monster
    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.

    Frightened: Mental damage: 1d4 - 1 ⇒ (3) - 1 = 2 ==> Discard Wand of Flame, Amulet of Life
    Recharge Corrosion for Dex+2d8
    Reveal Embalming Fluid for +2, Poison and ignore immunities
    Recharge Embalming Fluid for +1d4
    Combat DC11+8: 1d10 + 3 + 2d8 + 2 + 1d4 ⇒ (5) + 3 + (1, 6) + 2 + (4) = 21 ==> Defeated
    Draw card ==> Blessing of Kofusachi
    Recharge Blessing of Kofusachi to place marker on cohort (0 to 1)

    Embalming Fluid: Disable DC7: 1d10 + 5 ⇒ (4) + 5 = 9 ==> Success so no bury card.

    Closing:
    Recharge Shy Ratani for +1d8
    Recharge Old Salt for +4
    Diplomacy DC5+4: 1d4 + 1d8 + 4 ⇒ (2) + (5) + 4 = 11 ==> Success! Closed!

    Remove Frightened! (And also for Arue and Zetha)
    Move Zetha to #3: Graveyard
    Move Arueshalae to #2: Reading Room

    End Turn: Reset hand.

    "

    Raheli wrote:

    Hand: Stone Skin, Wayfinder, The Lost, Blessing of Abadar, Blessing of Milani, Gem of Physical Prowess,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Current Location: #2: Reading Room
    Hero Points: 1
    Tier.XP: 4.0
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Stoneskin: reduce damage by 4
    Movement: If location close, move to #3: Graveyard
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Boots of Friendly Terrain (Core), Binder's Tome, Black Spot, Cure, Staff of Minor Healing, Compass
    Recharged: Corrosion, Embalming Fluid, Blessing of Kofusachi, Shy Ratani, Old Salt,
    Discard Pile: Fox, Wand of Flame, Amulet of Life,
    Buried Pile:

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

    Skills from Cohort: Flesh Poppet
    Arcane: Intelligence +2
    Divine: Wisdom +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: When you defeat an Undead monster, you may recharge a card to mark this card. On your combat check, you may remove all markers on this card to add the Undead trait and 1d4 for each marker; if you have a role, instead add the Undead trait and 1d8 for each marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☑ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 0 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0))
    "Notes for Arueshalae: Frightened
    Notes for Ostog: Ostog is Frightened
    Additional Info 1: On your check, you may recharge # cards to add 1d4 and the Magic trait.
    When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    Additional Info 2: After you play your harrow, you may heal a card."
    Manor 1-9 remain
    Ostog, Raheli, Arue - Reading Room 2-11 remain
    Zetha - Graveyard BANISHED
    Library 1-9 remain

    Dark Archive

    Out of Turn Updates
    Frightened removed when Raheli closes Office
    Moved to #4: Library

    Turn order
    kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Hour = 4 Zetha/MatsuKurisu: Asmodeus's Tyranny
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.

    Start of Turn

    At: #4: Library

    Draw M1: Ghoul Bat (AD2), M2: Diseased Rats (AD2) to hand

    Give: No

    Move: No
    At This Location: On your check against a spell or a Book boon, add 1d6.

    Free Explore = 1: Spectre, Monster 2: Combat 14

    Spoiler:
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    Athez.Melee Stealth +4
    Stealth 1d10+1+3+4, Reveal Stalking Armor +2, Cockroach Coat +1d4, Recovery Enchanted Fang +1d4 (Magic)
    Combat 14: 1d10 + 1 + 3 + 4 + 2 + 1d4 + 1d4 ⇒ (6) + 1 + 3 + 4 + 2 + (2) + (1) = 19 - Banished

    Discard Blessing of the Spy (2) explore, +1d =
    2: Magical Mansion, Spell 3: Arcane 8

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

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


    Banish M2: Diseased Rats (AD2) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4, Blessing of the Spy +1d10, Library +1d6
    Arcane 8: 1d10 + 1 + 3 + 2 + 1d4 + 1d10 + 1d6 ⇒ (2) + 1 + 3 + 2 + (2) + (6) + (6) = 22 - Acquired

    Discard Blessing of Abadar explore = 3: Hungry Smoke, Barrier 3: Perception 9

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

    Banish M1: Ghoul Bat (AD2) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4
    Perception 9: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (7) + 1 + 3 + 2 + (2) = 15 - Banished

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.
    Enchanted Fang: Arcane 7: 1d10 + 2 + 2 ⇒ (6) + 2 + 2 = 10 -> Enchanted Fang recharged .

    Zetha resets her hand.
    Draw up Blessing of Norgorber, Blessing of the Spy

    Summary
    Location = #4: Library
    Acquired = 2: Magical Mansion
    Banished = 1: Spectre, 3: Hungry Smoke
    Examined =

    Location =
    Added =

    From Box = M1: Ghoul Bat (AD2), M2: Diseased Rats (AD2)

    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: ac Magical Mansion, Stalking Armor, hw The Mute Hag, M1: Chimera (AD3), Blessing of Norgorber, Blessing of the Spy,

    Displayed: Ahtez, Cockroach Coat, ac Red War Paint,
    Deck: 11 Discard: 5 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant: The Mute Hag & BoNorgorber: Available
    Local:
    Movement: On Close: Move to Manor

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Lantern Archon, Sorrowsoul, Dandy Brute, Good Omen (Core), Augury, Bound Imp, Charm Person (Core), Haste, Detect Thoughts
    Recharged: Staff of Minor Healing, Enchanted Fang,
    Discard Pile: ac Dragon's Breath, lt Lady of Valor, Evangelist, Blessing of the Spy (2), Blessing of Abadar,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
    ~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).

    ~ For your combat check (~ or your check to defeat a barrier that has the Skirmish trait) you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Most Recent Status wrote:


    "Status
    Link
    ✿✿✿ Most Recent BR Refresh"
    Last Discarded Blessing = 0 (Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0))
    "Notes for Ostog: Ostog is Frightened
    Additional Info 1: On your check, you may recharge # cards to add 1d4 and the Magic trait.
    When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    Additional Info 2: After you play your harrow, you may heal a card."
    Manor 1-9 remain
    Ostog, Raheli, Arue - Reading Room 2-11 remain

    Zetha - Library 4-9 remain


    During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge # cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes

    Danger: The monster Ghost
    Villain: None
    Henchmen (Closing):The monster Ghost—Proxy A

    Harrows

    Raheli: The Lost:

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

    Zetha: 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.

    Arueshalae: 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.

    Ostog: 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.

    Danger:

    Ghost:

    Monster
    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.

    Scenario Level (#): 4

    Turn: 11, Arueshalae/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.

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

    Spoiler:
    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:
    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:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12

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


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

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

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

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

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

    Spoiler:
    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:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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

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


    Spoiler:
    Fly
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spoiler:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

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


    Armors
    Spoiler:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

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

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

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

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

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

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

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

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

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

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

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

    Blessings
    Spoiler:
    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.

    Spoiler:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

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

    Spoiler:
    The 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.

    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.

    Hour Power: When you play a blessing, you may give a card to any character.

    Current Hour:

    Lady Luck:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    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 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/kuey
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    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 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    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 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    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 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Ostog/MauveAvengr
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Raheli/kuey:
    Spoiler:
    Hourglass Card 14 Raheli/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 15 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Zetha/MatsuKurisu
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 16 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 16 Arueshalae/Akaitora
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 17 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Ostog/MauveAvengr
    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 18 Raheli/kuey:
    Spoiler:
    Hourglass Card 18 Raheli/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 19 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 Zetha/MatsuKurisu
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Manor Card 1:
    Drums of Haste
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 8
    At the end of a local character's move step, display at your location.
    While displayed:
    * At the end of each turn, local characters may move, and distant characters may move here.
    * At the start of your turn, discard this card; if proficient, recharge it instead.
    Manor Card 2:
    Sergeant-at-arms
    CotCT
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 10
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
    Manor Card 3:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    IntelligenceArcaneCraft 8
    OR CharismaDiplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

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

    Manor Card 4:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Manor Card 5:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Manor Card 6:
    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.
    Manor Card 7:
    Elixir of Focus
    Core
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 8
    On a local non-combat check, banish to add the character's Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.
    Manor Card 8:
    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.
    Manor Card 9:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #2: 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: Raheli/kuey, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Reading Room Card 1:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11

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

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

    Reading Room Card 4:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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

    Reading Room Card 5:
    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.
    Reading Room Card 6:
    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 7:
    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.
    Reading Room Card 8:
    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.
    Reading Room Card 9:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Reading Room Card 10:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Graveyard Card 1:
    Brain Ooze
    Core
    Monster 2
    Traits:
    Mental
    Ooze
    To Defeat:
    Combat 12
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
    Graveyard Card 2:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Graveyard Card 3:
    Summoning Trap
    Core
    Barrier 3
    Traits:
    Skirmish
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    If undefeated, reload a new monster into your location, then banish this barrier.
    Graveyard Card 4:
    Emperor Cobra
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 13
    Vulnerable to Cold.
    After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
    Graveyard Card 5:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    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.
    Graveyard Card 8:
    Impervious Chain Shirt
    Core
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may bury to reduce it to 0.
    * You may discard to remove 1 of your scourges.

    Location #4: 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: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Library Card 1:
    Mistform
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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

    Library Card 2:
    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.

    Library Card 3:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

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

    Library Card 4:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Library Card 5:
    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.
    Library Card 6:
    Cryptic Message
    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Silver Crusade

    ✿ Deck Handler ✿ Upgrade preferences: Weapon 1>Blessing 1>>Ally

    Starting Arueshalae's turn. The hour is Lady Luck. Hour Power: When you play a blessing, you may give a card to any character.

    Arueshalae will move to the Manor.

    Arueshalae explores to encounter Manor Card 1: Drums of Haste. She will try to acquire them.

    CtA Charisma 8: 1d12 ⇒ 11

    Acquired!

    Arueshalae will now discard Jasan Adriel to examine Manor Card 2: Sergeant-at-arms. She will explore to encounter it and try to acquire it.

    CtA Diplomacy 10: 1d12 + 3 ⇒ (9) + 3 = 12

    Acquired!

    Arueshalae will discard Sergeant-at-arms to explore again. She will be adding 1d4 to her checks against banes and allies. She encounters Manor Card 3: Bound Homunculus, an ally. Arueshalae will try to acquire it.

    CtA Diplomacy 10: 1d12 + 3 + 1d4 ⇒ (10) + 3 + (1) = 14

    Acquired!

    Arueshalae will banish the Homunculus to recovery to explore again and encounter Manor Card 4: Henchman Proxy A5. Since she is still weapon-less, she will evade it. Manor is shuffled.

    Arueshalae will display her Glamered Leather Armor.

    Arueshalae will discard Orison to explore again. When she plays a Blessing, she gives Drums of Haste to Raheli per the hour power.

    Random card to encounter: 1d6 + 3 ⇒ (4) + 3 = 7

    Arueshalae encounters Manor Card 7: Elixir of Focus. She can't acquire it, so it is banished.

    Arueshalae will end her turn. During recovery, she will recharge her Gem of Mental Acuity to use 1d12 instead of her Craft skill die on her check to recharge the Bound Homunculus.

    Recharge Bound Homunculus, Craft 8: 1d12 ⇒ 8

    Heh. Nice! Bound Homunculus recharged. Arueshalae resets her hand.

    Arueshalae wrote:

    Hand: Lady Luck, Sergeant-at-arms, Deathbane Light Crossbow, Desna's Freedom, Heavy Crossbow, Helpful Haversack,

    Displayed: Glamered Leather Armor,
    Deck: 10 Discard: 6 Buried: 0
    Current Location: Office
    Hero Points: 2 // Arueshalae 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: Use my Blessings if needed. I'm happy to discard my Heavy Crossbow to add 1d8 to a distant check.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Starbow, Gentleman Explorer, Swallowtail Bracers, Balmberry, The Mute Hag, Frost Longbow, Lamashtu's Madness
    Recharged: Gem of Mental Acuity (Core), Bound Homunculus,
    Discard Pile: Cerulean Mastermind, Ausio Carowyn, The Eclipse, Jasan Adriel, Sergeant-at-arms (Acquired), Orison,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Charisma +1
    Diplomacy: Charisma +3

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

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    Community / Forums / Online Campaigns / Play-by-Post / [Gameday VIII][PACS] Year of Rotting Ruin by Mhuirich All Messageboards

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