[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.


    301 to 350 of 1,032 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
    Dark Archive

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

    Hour = 1 Zetha/MatsuKurisu: Benefaction
    When this is the hour: No effect.

    Start of Turn

    At: #2: Campsite
    Draw M1: Cotct Basilisk (AD2), M2: Mimic (AD2) to hand

    Give: No
    Move: No

    Display Eloquence (+3 on CHA checks for turn)
    Recovery Augury (Barriers)
    Siege Deck Card 3: Henchman Proxy B4 - Shuffle
    Siege Deck Card 4: Locked Door, Barrier 1 - On top
    Siege Deck Card 5: Leukodaemon - Shuffle

    Free Explore = Siege Deck Card 4: Locked Door, Barrier 1: Disable 8(6+2)

    Spoiler:
    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.

    Banish M2: Mimic (AD2) to use Stealth
    Stealth 1d10+1+3, Cockroach Coat +1d4,
    Disable 8(6+2): 1d10 + 1 + 3 + 1d4 ⇒ (6) + 1 + 3 + (3) = 13 - Banished

    4: Locked Door.Free Explore = Top card 3,5-24: 1d21 ⇒ 2
    5: Leukodaemon, Story Bane 2, Monster: Combat 14

    Spoiler:
    Traits:
    Fiend
    Outsider
    To Defeat:
    Combat 14
    Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
    If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.

    Banish M1: Spectre (AD2) to use Stealth
    Stealth 1d10+1+3, Cockroach Coat +1d4,
    BYA Dexterity 6): 1d10 + 1 + 3 + 1d4 ⇒ (4) + 1 + 3 + (3) = 11 - Success

    Athez Stealth (Cold, Melee) 1d10+1+3+2, Cockroach Coat +1d4, Resistant to Cold -4, recharge Blessing of the Ancients +1d10
    Combat 14: 1d10 + 1 + 3 + 2 + 1d4 - 4 + 1d10 ⇒ (4) + 1 + 3 + 2 + (4) - 4 + (9) = 19 - Banished

    Zetha ends her turn.
    #2: Campsite: Heal a card: 1d1 ⇒ 1 (Troubadour)

    Zetha attempts to recover all cards in her Recovery pile.
    Augury: Arcane 8: 1d10 + 1 + 2 + 3 ⇒ (9) + 1 + 2 + 3 = 15 -> Augury recharged.
    Eloquence: Arcane 8: 1d10 + 1 + 2 + 3 ⇒ (8) + 1 + 2 + 3 = 14 -> Eloquence recharged .

    Zetha resets her hand.
    Draw up Blessing of the Spy, Blessing of the Spy (2), Troubadour

    Summary
    Location = Seige Deck - Shuffle {3,6-24}
    Acquired =
    Banished = 4: Locked Door, 5: Leukodaemon
    Examined = 3: Henchman Proxy B4,

    From Box = M1: Cotct Basilisk (AD2), M2: Mimic (AD2)
    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: Twisted Space, Blessing of Abadar, M1: Cotct Basilisk (AD2), Blessing of the Spy, Blessing of the Spy (2), Troubadour,

    Displayed: Ahtez, Cockroach Coat,
    Deck: 12 Discard: 0 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Distant: Twisted Space: Evade a monster, a local character may encounter. available.
    Blessing of Abadar:+2d vs barrier. Available
    Local:
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): ac Gang Enforcer, Blessing of the Gods , Bound Lantern Archon, Black Spot, Bound Imp, Sorrowsoul, Blessing of the Ancients, Good Omen (Core), Staff of Minor Healing, Stalking Armor
    Recharged: Augury, Eloquence,
    Discard Pile:
    Buried Pile: Charm Person (Core),

    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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Silver Crusade

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

    "Where are my weapons!? They have to be here somewhere!" Arueshalae kept frantically looking around the main tent for her quiver, but it seemed to be nowhere to be found.

    Starting Arueshalae's turn. The hour is Benefaction.

    Arueshalae will stay at the Base. She will explore again, examining the top 3 cards: Ketrik, Boors and Moise. I draw Moise and display it.

    Then, I will recharge Antiplague and Balmberry.

    Arueshalae will end her turn and recharge her hand.

    Arueshalae wrote:

    Hand: Tooled Crocodile Skin, Ukobach, Surgeon, Blessing of Tsukiyo, Blessing of the Samurai 1, Blessing of Baphomet,

    Displayed: Pathfinder Bodyguard, Moise,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Base
    Hero Points: 1
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blood Periapt, Hungry Ghost Monk, Hungry Ghost Monk, Light Crossbow, Returning Throwing Axe +1, Blessing of Shax
    Recharged: Soothing Word, Cure, Balm Berry, Antiplague,
    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
    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 turn, you may add Arueshalae's Gift to your hand.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Siege Deck is shuffled
    Turn: Turn 8 - 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 card's before acting powers.

    SOT: N/a
    Move: Stay at Barracks
    Explore:

    Siege deck is shuffled so random explore. Cards 3 & 6-24

    Top Card (Reroll 4&5): 1d22 + 2 ⇒ (13) + 2 = 15

    Siege Card 15: Harpy

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

    BYA Wisdom 6: 1d6 ⇒ 6

    ALL characters must succeed at Wisdom check. Raheli, Zetha, and Arueshalae must succeed at a Wisdom 6 check or be moved to Barracks. Ostog CAN play weapons on this check. (The Trumpet ignores card's before acting power so the Harpy's power does not happen.) Reveal Shock Glaive +1 to do Melee+1d10+1. Bury Plague Mask to add 1d12. Add additional 1d4 for Barracks power.

    Combat 10: 1d10 + 4 + 1d10 + 1 + 1d12 + 1d4 ⇒ (10) + 4 + (1) + 1 + (7) + (1) = 24

    Harpy is defeated.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Greatsword, Shock Glaive +1, Plaguebringer's Mask, Quartermaster,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Barracks
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    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, Mace, Topaz of Strength, Improvised Club, Smith, Blessing of Gorum, Athlete, Blessing of the Samurai 2, Blessing of the Samurai 1, Greatclub +1
    Recharged:
    Discard Pile: Longsword, Plague Mask,
    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, you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
    When another local character moves during their move step, you may move to an open location.

    Siege Deck: Cards 3, 6-14, 16-24


    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 2: On your turn, if you suffer a scourge you didn't already have a marker for, a random other character that doesn't have a marker for it also suffers it.

    During This Scenario: When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege stack.

    While using a power that examines cards, you may treat the siege stack as your location.

    When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.

    If you defeat the Daughter of Urgathoa and the Siege stack has any other cards, banish 1d4 other cards from it, then shuffle Daughter of Urgathoa back into it.

    When the last location closes, you lose.

    To win, empty the siege stack.

    Additional Rules:

    Harrow: The Juggler (Suit: Keys):

    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.

    Setup

    When building locations, set aside the banes and henchmen in a siege stack, then shuffle into it a number of the star bane Blood Veil—Proxy B equal to the number of characters.

    Henchman (Non-Closing): Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists—Proxy A

    Cultist:

    Core Story Bane 1
    Traits: Cultist Human
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Danger:

    Blood Veil:

    Story Bane
    Traits:
    Disease
    Obstacle

    To Defeat:
    Constitution
    Divine
    Fortitude
    Knowledge 6

    If defeated by less than 4, suffer the scourge Plagued.
    If undefeated, each local character suffers the scourge Plagued.

    Scenario Level (#): 2

    Turn: 9, Raheli/kuey

    Random Cards:

    Monsters
    Spoiler:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Sczarni Thief
    CotCT
    Monster 1
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    OR Stealth 5+#
    Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
    If undefeated, bury either a random item from your discards or the top card of your deck.

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

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

    Barriers
    Spoiler:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.

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

    Spoiler:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Spoiler:
    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:
    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:
    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:
    Kukri
    CotCT
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 4
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Shortbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 5
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character's combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spells
    Spoiler:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Force Missile
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Force
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

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

    Spoiler:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

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

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

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

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 7
    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 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:
    Klar
    CotCT
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    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:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing
    To Acquire:
    Strength
    Melee 4
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    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:
    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.

    Allies
    Spoiler:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

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

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

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

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

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

    Hour Power: On your check against an Outsider card, add 1d4.

    Current Hour:

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

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 Zetha/MatsuKurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 3 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 Raheli/kuey
    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 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Zetha/MatsuKurisu
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 9 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 11 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Ostog/MauveAvengr
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 12 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 13 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Zetha/MatsuKurisu
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 14 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 Arueshalae/Akaitora
    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 15 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Ostog/MauveAvengr
    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 16 Raheli/kuey:
    Spoiler:
    Hourglass Card 16 Raheli/kuey
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 17 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 Zetha/MatsuKurisu
    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 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 18 Arueshalae/Akaitora
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 19 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Ostog/MauveAvengr
    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 20 Raheli/kuey:
    Spoiler:
    Hourglass Card 20 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 21 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 21 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.

    Siege Deck
    M: 8 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 7
    Siege Deck Card 1:

    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Siege Deck Card 2:

    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.
    Siege Deck Card 3:

    Girrigz
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Lycanthrope
    To Defeat:
    Combat 15
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    Before acting, succeed at a Fortitude, Perception, or Stealth 5 check or suffer 1d4 Combat damage.
    After acting, suffer the scourges Plagued and Wounded.
    Siege Deck Card 4:

    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.
    Siege Deck Card 5:

    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.
    Siege Deck 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.
    Siege Deck Card 7:

    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.
    Siege Deck Card 8:

    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.
    Siege Deck Card 9:

    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
    Siege Deck Card 10:

    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.
    Siege Deck Card 11:

    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.
    Siege Deck Card 12:

    Imps and House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.
    Siege Deck Card 13:

    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.
    Siege Deck Card 14:

    Daughter of Urgathoa
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Urgathoa
    To Defeat:
    Constitution
    Fortitude 9
    THEN Combat 18
    Immune to Mental and Poison.
    After acting, bury the top card of your deck and suffer the scourge Plagued.
    Siege Deck Card 15:

    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Siege Deck Card 16:

    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.
    Siege Deck Card 17:

    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.
    Siege Deck Card 18:

    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Siege Deck Card 19:

    Dire Rat
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Survival 6
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    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 ?: 3
    Located/Displayed Here: None

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

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Raheli/kuey, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Barracks Card 1:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Barracks Card 2:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Barracks Card 3:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Barracks Card 4:
    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.
    Barracks Card 5:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Barracks Card 6:
    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.

    Location #2: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Campsite Card 1:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Campsite Card 2:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
    Campsite Card 3:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct
    To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 4:
    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.
    Campsite Card 5:
    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.

    Location #3: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: None
    Hospice Card 1:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
    Hospice Card 2:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Hospice Card 3:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
    Hospice Card 4:
    False Life
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Display. While displayed:
    * When you suffer damage, you may banish to reduce it by 5.
    * At the end of the scenario, banish.

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

    Hospice Card 5:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Hospice Card 6:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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

    Hospice Card 7:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hospice Card 8:
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Location #4: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Ossuary Card 1:
    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.
    Ossuary Card 2:
    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.
    Ossuary Card 3:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Ossuary Card 4:
    Iron Shackles
    CotCT
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 9
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.
    Ossuary Card 5:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Pits Card 1:
    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.
    Pits Card 2:
    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.
    Pits Card 3:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.
    Pits Card 4:
    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.
    Pits Card 5:
    Confusion
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    Pits Card 6:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    Location #6: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Stable Card 1:
    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.
    Stable Card 2:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Stable Card 3:
    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.
    Stable Card 4:
    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.
    Stable Card 5:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.


    deck handler

    Out of Turn Updates:
    Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 9: Iomedae's Justice
    Hour Power: On your check against an Outsider card, add 1d4.
    SOT: Nil
    Move: Nil
    Explore:

    #1: Bloodbug:

    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Recharge Fox for Dex+1d8. Location for +1d4. Reveal Binder's Tome for +1d4.
    Combat DC11: 1d10 + 2 + 1d8 + 1d4 + 1d4 ⇒ (5) + 2 + (2) + (1) + (1) = 11 ==> Defeated, but Wounded!
    Moving to Campsite next turn.

    End Turn: Reset hand.

    "

    Raheli wrote:

    Hand: Black Spot, Corrosion, Binder's Tome, Gem of Physical Prowess, Fox, Codex (Core),

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Current Location: #1: Barracks
    Hero Points: 1
    Tier.XP: 2.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Binder's Tome: +1d4 combat & Cha (Mental)
    Black Spot: reduce combat DC by 3
    Fox: +1d4 Int & Wis
    Crow: +1d6 acquire
    Corrosion: +1 die vs barrier and construct
    Movement: If location closes, move to #2: Campsite
    Other: [ ] [ ] [ ]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): Apprentice
    Recharged: Cure, Blessing of Kofusachi, Boots of Friendly Terrain (Core), Blessing of the Quartermaster, Haunted Doll, Blessing of the Elements, Embalming Fluid, Amulet of Life, Crow (Core),
    Discard Pile: Compass,
    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
    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 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 recharged (☐ plus the items' highest adventure deck number) to your check.

    "

    Silver Crusade

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

    On Raheli's turn, when she gets wounded, someone else gets wounded too!

    Random player, on turn order: 1d3 + 1 ⇒ (2) + 1 = 3

    Arueshalae is wounded.

    Before Raheli's turn, she will reveal her Surgeon to heal 1, removing Wounded instead, then recharge Surgeon.

    Arueshalae wrote:

    Hand: Tooled Crocodile Skin, Ukobach, Blessing of Tsukiyo, Blessing of the Samurai 1, Blessing of Baphomet,

    Displayed: Pathfinder Bodyguard, Moise,
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Base
    Hero Points: 1
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blood Periapt, Light Crossbow, Hungry Ghost Monk, Hand Crossbow (UC), Hungry Ghost Monk, Returning Throwing Axe +1
    Recharged: Soothing Word, Cure, Balm Berry, Antiplague, Surgeon,
    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
    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 turn, you may add Arueshalae's Gift to your hand.

    Dark Archive

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

    Hour = 1 Zetha/MatsuKurisu: The Liar
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.

    Start of Turn

    At: #2: Campsite
    Draw M1: Ogre(AD0), M2: Sczarni Thief (AD1) to hand

    Give: No
    Move: No

    Free Explore = Siege Deck Card 2: Warband, Barrier 1: Defeat Summoned Monster

    Spoiler:
    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.

    M3: Infantry Devil, Monster 2: Arcane 9

    Spoiler:
    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.

    Banish M1: Ogre(AD0) to use Stealth
    Stealth 1d10+1+3, Cockroach Coat +1d4, rRecharge Troubadour +1d6, The Liar -1
    Arcane 9: 1d10 + 1 + 3 + 1d4 + 1d6 - 1 ⇒ (3) + 1 + 3 + (4) + (4) - 1 = 14 - Defeated. 2: Warband Banished

    Discard Blessing of the Spy (2), explore +1d = Siege Deck Card 3: Girrigz, Story Bane 2, Monster: Combat 15

    Spoiler:
    Traits:
    Lycanthrope
    To Defeat:
    Combat 15
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    Before acting, succeed at a Fortitude, Perception, or Stealth 5 check or suffer 1d4 Combat damage.
    After acting, suffer the scourges Plagued and Wounded.

    Stealth 1d10+1+3, Cockroach Coat +1d4,
    BYA Stealth 5: 1d10 + 1 + 3 + 1d4 ⇒ (8) + 1 + 3 + (1) = 13 - Success

    Athez Stealth (Cold, Melee) 1d10+1+3+2, Cockroach Coat +1d4, Blessing of the Spy +1d10
    Combat 15: 1d10 + 1 + 3 + 2 + 1d4 + 1d10 ⇒ (8) + 1 + 3 + 2 + (2) + (10) = 26 - Banished

    AYA Suffer Plagued and Wounded.
    Who is Plagued?: 1d3 ⇒ 2 MauveAvengr/Ostog
    Who is Wounded?: 1d3 ⇒ 3 kuey/Raheli

    Discard Blessing of the Spy, explore +1d = Siege Deck Card 4: Henchman Proxy B1
    Blood Veil: Story Bane, Barrier: Constitution 6

    Spoiler:
    Traits:
    Disease
    Obstacle
    To Defeat:
    Constitution
    Divine
    Fortitude
    Knowledge 6
    If defeated by less than 4, suffer the scourge Plagued.
    If undefeated, each local character suffers the scourge Plagued.

    Banish M2: Sczarni Thief (AD1) to use Stealth
    Stealth 1d10+1+3, Cockroach Coat +1d4, Blessing of the Spy +1d10
    Constitution 6: 1d10 + 1 + 3 + 1d4 + 1d10 ⇒ (3) + 1 + 3 + (3) + (4) = 14 - Banished. Defeated by >4. No Plague.

    Zetha ends her turn.
    #2: Campsite: Heal a card: 1d2 ⇒ 2 Banish Wounded instead

    Banish M1: Cotct Basilisk (AD2) to use Stealth
    Stealth 1d10+1+3, Cockroach Coat +1d4
    Plagued Constitution 5(3+2): 1d10 + 1 + 3 + 1d4 ⇒ (1) + 1 + 3 + (2) = 7 - Use paizo reroll
    Plagued Constitution 5(3+2): 1d10 + 7 ⇒ (5) + 7 = 12 - >5, banish Plagued

    Zetha attempts to recover all cards in her Recovery pile.

    Zetha resets her hand.
    Draw up

    Summary
    Location = Seige Deck
    Acquired =
    Banished = 2: Warband, 3: Girrigz, 4: Henchman Proxy B1
    Examined =

    From Box = M1: Ogre(AD0), M2: Sczarni Thief (AD1), M3: Infantry Devil
    Displayed =

    Give =
    Used =

    Other =
    Who is Plagued?: MauveAvengr/Ostog
    Who is Wounded?: kuey/Raheli

    "

    Zetha wrote:

    Hand: Twisted Space, Black Spot, Staff of Minor Healing, Bound Lantern Archon, Blessing of Abadar, Blessing of the Gods ,

    Displayed: Ahtez, Cockroach Coat,
    Deck: 9 Discard: 2 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Distant: Twisted Space: Evade a monster, a local character may encounter. available.
    Blessing of Abadar:+2d vs barrier. Available
    Blessing of Gods: Available
    Black Spot Available
    Local: Staff of Minor Healing Available
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): ac Gang Enforcer, Good Omen (Core), Bound Imp, Stalking Armor, Blessing of the Ancients, Sorrowsoul
    Recharged: Augury, Eloquence, Troubadour,
    Discard Pile: Blessing of the Spy (2), Blessing of the Spy,
    Buried Pile: Charm Person (Core),

    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).

    Paizo Reroll: USED
    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 2: On your turn, if you suffer a scourge you didn't already have a marker for, a random other character that doesn't have a marker for it also suffers it.

    During This Scenario: When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege stack.

    While using a power that examines cards, you may treat the siege stack as your location.

    When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.

    If you defeat the Daughter of Urgathoa and the Siege stack has any other cards, banish 1d4 other cards from it, then shuffle Daughter of Urgathoa back into it.

    When the last location closes, you lose.

    To win, empty the siege stack.

    Additional Rules:

    Harrow: The Juggler (Suit: Keys):

    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.

    Setup

    When building locations, set aside the banes and henchmen in a siege stack, then shuffle into it a number of the star bane Blood Veil—Proxy B equal to the number of characters.

    Henchman (Non-Closing): Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists—Proxy A

    Cultist:

    Core Story Bane 1
    Traits: Cultist Human
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Danger:

    Blood Veil:

    Story Bane
    Traits:
    Disease
    Obstacle

    To Defeat:
    Constitution
    Divine
    Fortitude
    Knowledge 6

    If defeated by less than 4, suffer the scourge Plagued.
    If undefeated, each local character suffers the scourge Plagued.

    Scenario Level (#): 2

    Turn: 11, Arueshalae/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

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

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

    Spoiler:
    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:
    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:
    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:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Spoiler:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Spoiler:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Weapons
    Spoiler:
    Shortbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 5
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character's combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Kukri
    CotCT
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 4
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

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

    Spoiler:
    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:
    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.

    Spells
    Spoiler:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 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:
    Sonic Blast
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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


    Spoiler:
    Infernal Healing
    CotCT
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Display next to a local character.
    While displayed:
    * At the end of this character's turns, they may bury a card from their discards to heal a card.
    * At the end of the scenario, banish; if proficient, bury instead.

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

    Armors
    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire 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:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm 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:
    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:
    Grounded Studded Leather
    CotCT
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
    * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

    Items
    Spoiler:
    Spellbook
    CotCT
    Item 0
    Traits:
    Book
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

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

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

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

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


    Allies
    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Spoiler:
    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.

    Spoiler:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, 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:
    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.


    Blessings
    Spoiler:
    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.

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

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

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

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

    Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/kuey
    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 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    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 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Ostog/MauveAvengr
    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 14 Raheli/kuey:
    Spoiler:
    Hourglass Card 14 Raheli/kuey
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 15 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Zetha/MatsuKurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 16 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 16 Arueshalae/Akaitora
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 17 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 18 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 19 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 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.

    Siege Deck
    M: 7 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 5
    Siege Deck Card 1:

    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.
    Siege Deck 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.
    Siege Deck Card 3:

    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.
    Siege Deck Card 4:

    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.
    Siege Deck Card 5:

    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
    Siege Deck Card 6:

    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.
    Siege Deck Card 7:

    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.
    Siege Deck Card 8:

    Imps and House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.
    Siege Deck Card 9:

    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.
    Siege Deck Card 10:

    Daughter of Urgathoa
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Urgathoa
    To Defeat:
    Constitution
    Fortitude 9
    THEN Combat 18
    Immune to Mental and Poison.
    After acting, bury the top card of your deck and suffer the scourge Plagued.
    Siege Deck Card 11:

    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Siege Deck Card 12:

    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.
    Siege Deck Card 13:

    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.
    Siege Deck Card 14:

    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Siege Deck Card 15:

    Dire Rat
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Survival 6
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    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 ?: 3
    Located/Displayed Here: None

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

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Raheli/kuey, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Barracks Card 1:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Barracks Card 2:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Barracks Card 3:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Barracks Card 4:
    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.
    Barracks Card 5:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Barracks Card 6:
    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.

    Location #2: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Campsite Card 1:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Campsite Card 2:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
    Campsite Card 3:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct
    To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 4:
    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.
    Campsite Card 5:
    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.

    Location #3: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: None
    Hospice Card 1:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
    Hospice Card 2:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Hospice Card 3:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
    Hospice Card 4:
    False Life
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Display. While displayed:
    * When you suffer damage, you may banish to reduce it by 5.
    * At the end of the scenario, banish.

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

    Hospice Card 5:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Hospice Card 6:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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

    Hospice Card 7:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hospice Card 8:
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Location #4: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Ossuary Card 1:
    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.
    Ossuary Card 2:
    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.
    Ossuary Card 3:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Ossuary Card 4:
    Iron Shackles
    CotCT
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 9
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.
    Ossuary Card 5:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Pits Card 1:
    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.
    Pits Card 2:
    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.
    Pits Card 3:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.
    Pits Card 4:
    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.
    Pits Card 5:
    Confusion
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    Pits Card 6:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    Location #6: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Stable Card 1:
    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.
    Stable Card 2:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Stable Card 3:
    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.
    Stable Card 4:
    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.
    Stable Card 5:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Silver Crusade

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

    During Zetha's turn above, Raheli couldn't be wounded again because she already was wounded. Instead, either Ostog or Arueshalae will be wounded.

    Who gets wounded during Zetha's turn? (1=Arueshalae, 2= Ostog): 1d2 ⇒ 2

    Ostog is Wounded (as well as plagued from before)

    Starting Arueshalae's turn. The hour is Norgorber's Shadow. Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.

    Arueshalae will move to the Barracks.

    Once there, she will bury Moise to Heal Ostog 1 and remove Plagued and Wounded from him.

    Then, Arueshalae will explore to encounter Siege Deck Card 1: Deadfall Scorpion.

    For her check to defeat, Arueshalae will discard Blessing of Baphomet to bless twice her check performed during her first exploration. She will also ask Zetha to banish Black Spot to reduce the DC of the check to defeat by 3. Barracks adds 1d4 to my check.

    CtD Combat, Strength 13 - 3 = 10: 3d6 + 1d4 ⇒ (4, 2, 1) + (3) = 10

    Defeated! After acting, I suffer 1 Poison Damage. It gets reduced to 0 by Arueshalae's Power.

    Since I still don't have a weapon, I will not continue exploring.

    Arueshalae ends her turn and resets her hand.

    Arueshalae wrote:

    Hand: Tooled Crocodile Skin, Ukobach, Hungry Ghost Monk, Blessing of Tsukiyo, Blessing of the Samurai 1, Blessing of the Archdevils,

    Displayed: Pathfinder Bodyguard,
    Deck: 10 Discard: 1 Buried: 1
    Current Location: Barracks
    Hero Points: 1
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Returning Throwing Axe +1, Light Crossbow, Blood Periapt, Hand Crossbow (UC)
    Recharged: Soothing Word, Cure, Balm Berry, Antiplague, Surgeon,
    Discard Pile: Blessing of Baphomet,
    Buried Pile: Moise,

    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
    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 turn, you may add Arueshalae's Gift to your hand.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Ostog gets Plagued and Wounded on Zetha's turn. Arueshalae healed Ostog of Plagued and Wounded.
    Turn: Turn 12 - Calistria's Sting

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

    Hour Power: You may avenge by discarding a card

    SOT: Give Greatsword to Arueshalae.
    Move: Stay at Barracks
    Explore:Carrion Golem

    Carrion Golem:
    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.

    Discard top card of deck. Discard Blessing of the Samurai. For combat check, will reveal Shock Glaive +1 to do Melee+1d10+1. Bury Plaguebringer's Mask to add 1d12. Barracks adds 1d4

    Combat 14: 1d10 + 4 + 1d10 + 1 + 1d12 + 1d4 ⇒ (1) + 4 + (4) + 1 + (4) + (4) = 18

    Defeated! Discard Quartermaster to explore again.

    Explore 2: Mob of Undead

    Mob of Undead:
    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.

    Summon and encounter random Undead story bane. Summon Geist.

    Geist:
    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.

    Ostog will reveal and discard Shock Glaive +1 to do Melee+1d10+1. Barracks adds 1d4. Has the Magic trait.

    Combat 14: 1d10 + 4 + 1d10 + 1 + 1d4 ⇒ (2) + 4 + (6) + 1 + (1) = 14

    Ostog has defeated Geist. Zetha is the only other character at another location. Zetha must summon and encounter Geist. If Zetha does not defeat Geist, Mob of Undead is undefeated. Ostog will end his turn here.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Improvised Club, Shock Glaive +1, Athlete, Blessing of Gorum,

    Displayed:
    Deck: 6 Discard: 3 Buried: 2
    Current Location: Barracks
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Smith, Greatclub +1, Blessing of Shax, Topaz of Strength, Mace, Blessing of the Samurai 1
    Recharged:
    Discard Pile: Longsword, Blessing of the Samurai 2, Quartermaster,
    Buried Pile: Plaguebringer's Mask, Plague Mask,

    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, you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
    When another local character moves during their move step, you may move to an open location.

    Dark Archive

    Recovery Twisted Space to evade Geist

    Geist is undefeated

    Recharge Twisted Space Arcane 10: 1d10 + 1 + 2 ⇒ (7) + 1 + 2 = 10 Recharged

    "

    Zetha wrote:

    Hand: Black Spot, Staff of Minor Healing, Bound Lantern Archon, Blessing of Abadar, Blessing of the Gods ,

    Displayed: Ahtez, Cockroach Coat,
    Deck: 10 Discard: 2 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Distant: Twisted Space: Evade a monster, a local character may encounter. available.
    Blessing of Abadar:+2d vs barrier. Available
    Blessing of Gods: Available
    Black Spot Available
    Local: Staff of Minor Healing Available
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients, Bound Imp, Good Omen (Core), Stalking Armor, Sorrowsoul, ac Gang Enforcer
    Recharged: Augury, Eloquence, Troubadour, Twisted Space,
    Discard Pile: Blessing of the Spy (2), Blessing of the Spy,
    Buried Pile: Charm Person (Core),

    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).

    Paizo Reroll: USED
    Paizo Mat Discard: AVAILABLE

    "


    A card from the Barracks was banished because the Mob of Undead was undefeated.

    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 2: On your turn, if you suffer a scourge you didn't already have a marker for, a random other character that doesn't have a marker for it also suffers it.

    During This Scenario: When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege stack.

    While using a power that examines cards, you may treat the siege stack as your location.

    When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.

    If you defeat the Daughter of Urgathoa and the Siege stack has any other cards, banish 1d4 other cards from it, then shuffle Daughter of Urgathoa back into it.

    When the last location closes, you lose.

    To win, empty the siege stack.

    Additional Rules:

    Harrow: The Juggler (Suit: Keys):

    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.

    Setup

    When building locations, set aside the banes and henchmen in a siege stack, then shuffle into it a number of the star bane Blood Veil—Proxy B equal to the number of characters.

    Henchman (Non-Closing): Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists—Proxy A

    Cultist:

    Core Story Bane 1
    Traits: Cultist Human
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Danger:

    Blood Veil:

    Story Bane
    Traits:
    Disease
    Obstacle

    To Defeat:
    Constitution
    Divine
    Fortitude
    Knowledge 6

    If defeated by less than 4, suffer the scourge Plagued.
    If undefeated, each local character suffers the scourge Plagued.

    Scenario Level (#): 2

    Turn: 13, Raheli/kuey

    Random Cards:

    Monsters
    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.

    Spoiler:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

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

    Barriers
    Spoiler:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Spoiler:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Spoiler:
    Symbol of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Spoiler:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Weapons
    Spoiler:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Light Crossbow
    Core
    Weapon 0
    Traits:
    Bow
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Spoiler:
    Shortbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 5
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character's combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spoiler:
    Sword Cane
    CotCT
    Weapon 0
    Traits:
    Bludgeoning
    Finesse
    Melee
    Staff
    To Acquire:
    Strength
    Melee
    Stealth 6
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

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

    Spoiler:
    Sanctuary
    CotCT
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 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:
    Cure
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

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

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

    Spoiler:
    Magic 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 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:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

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

    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:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

    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.

    Spoiler:
    Acid Flask
    Core
    Item 0
    Traits:
    Acid
    Alchemical
    Attack
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Allies
    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:
    Harrowed Society Student
    CotCT
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

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

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


    Spoiler:
    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.

    Spoiler:
    Acadamae Student
    CotCT
    Ally 0
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 3
    OR Charisma
    Diplomacy 6
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Blessings
    Spoiler:
    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.

    Spoiler:
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

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

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

    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: 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: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 Zetha/MatsuKurisu
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 3 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    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 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 Raheli/kuey
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 5 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Zetha/MatsuKurisu
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 9 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    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 11 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Ostog/MauveAvengr
    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 12 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 13 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Zetha/MatsuKurisu
    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 14 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 Arueshalae/Akaitora
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 15 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Ostog/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 16 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.

    Siege Deck
    M: 6 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4
    Siege Deck Card 1:

    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.
    Siege Deck Card 2:

    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
    Siege Deck Card 3:

    Imps and House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.
    Siege Deck Card 4:

    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.
    Siege Deck Card 5:

    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.
    Siege Deck Card 6:

    Dire Rat
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Survival 6
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.
    Siege Deck Card 7:

    Daughter of Urgathoa
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Urgathoa
    To Defeat:
    Constitution
    Fortitude 9
    THEN Combat 18
    Immune to Mental and Poison.
    After acting, bury the top card of your deck and suffer the scourge Plagued.
    Siege Deck Card 8:

    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Siege Deck Card 9:

    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Siege Deck Card 10:

    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.
    Siege Deck Card 11:

    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.
    Siege Deck Card 12:

    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.
    Siege Deck Card 13:

    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.

    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 ?: 3
    Located/Displayed Here: None

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

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Raheli/kuey, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Barracks Card 1:
    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.
    Barracks Card 2:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Barracks Card 3:
    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.
    Barracks Card 4:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Barracks Card 5:
    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.

    Location #2: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Campsite Card 1:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Campsite Card 2:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
    Campsite Card 3:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct
    To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 4:
    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.
    Campsite Card 5:
    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.

    Location #3: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: None
    Hospice Card 1:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
    Hospice Card 2:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Hospice Card 3:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
    Hospice Card 4:
    False Life
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Display. While displayed:
    * When you suffer damage, you may banish to reduce it by 5.
    * At the end of the scenario, banish.

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

    Hospice Card 5:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Hospice Card 6:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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

    Hospice Card 7:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hospice Card 8:
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Location #4: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Ossuary Card 1:
    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.
    Ossuary Card 2:
    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.
    Ossuary Card 3:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Ossuary Card 4:
    Iron Shackles
    CotCT
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 9
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.
    Ossuary Card 5:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Pits Card 1:
    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.
    Pits Card 2:
    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.
    Pits Card 3:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.
    Pits Card 4:
    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.
    Pits Card 5:
    Confusion
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    Pits Card 6:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    Location #6: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Stable Card 1:
    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.
    Stable Card 2:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Stable Card 3:
    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.
    Stable Card 4:
    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.
    Stable Card 5:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.


    deck handler

    Out of Turn Updates:
    Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 13: Asmodeus's Tyranny
    Hour Power: When you fail a check, you may bury your hand and discards to reroll.
    SOT: Wounded: Discard top card of deck ==> Apprentice
    Move: Move to #2: Campsite
    Explore:
    #1: Henchman Proxy B4

    Blood Veil:

    Story Bane
    Traits:
    Disease
    Obstacle
    To Defeat:
    Constitution
    Divine
    Fortitude
    Knowledge 6
    If defeated by less than 4, suffer the scourge Plagued.
    If undefeated, each local character suffers the scourge Plagued.

    Put Corrosion into Recovery for +1 die. Recharge Fox for +1d4
    Knowledge DC6: 1d8 + 2 + 1d8 + 1d4 ⇒ (3) + 2 + (4) + (2) = 11 ==> Defeated by at least 4

    End Turn:
    Recovery: Corrosion, Arcane DC9: 1d8 + 2 ⇒ (5) + 2 = 7 ==> Discarded
    Location: Heal a card ==> remove Wounded
    Reset hand.

    "

    Raheli wrote:

    Hand: Black Spot, Binder's Tome, Gem of Physical Prowess, Codex (Core), Cure, Blessing of Kofusachi,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Current Location: #2: Campsite
    Hero Points: 1
    Tier.XP: 2.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Binder's Tome: +1d4 combat & Cha (Mental)
    Black Spot: reduce combat DC by 3
    Movement: If location closes, move to #2: Campsite
    Other: [ ] [ ] [ ]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): 0
    Recharged: Boots of Friendly Terrain (Core), Blessing of the Quartermaster, Haunted Doll, Blessing of the Elements, Embalming Fluid, Amulet of Life, Crow (Core), Fox,
    Discard Pile: Compass, Apprentice, Corrosion,
    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
    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 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 recharged (☐ plus the items' highest adventure deck number) to your check.

    "

    Dark Archive

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

    Hour = 1 Zetha/MatsuKurisu: The Publican
    When this is the hour: When you would discard an ally, recharge it instead.

    Start of Turn

    At: #2: Campsite
    Draw M1: Plaguebearer (AD1), M2: Skeletal Owlbeast (AD1) to hand
    Recharge Staff of Minor Healing, heal Raheli 1
    Give: No
    Move: #3: Hospice [Urban]

    Recovery Bound Lantern Archon, examine top 3 of character deck, rearrange, draw 1

    Free Explore = 2: Tangle of Debris, Barrier 1: Dexterity 5

    Spoiler:
    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

    Banish M2: Skeletal Owlbeast (AD1) to use Stealth
    Stealth 1d10+1+3, Cockroach Coat +1d4,
    Dexterity 5: 1d10 + 1 + 3 + 1d4 ⇒ (5) + 1 + 3 + (1) = 10 - Banished

    Discard Blessing of the Gods (Copying The Publican: Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. ), explore blessed = Siege Deck Card 3: Imps and House Drakes, Barrier 0: Arcane 6

    Spoiler:
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Arcane 1d10+1+2, The Publican @ Urban +1d10,
    Arcane 6: 1d10 + 1 + 2 + 1d10 ⇒ (7) + 1 + 2 + (1) = 11 - Banished

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.
    Bound Lantern Archon: Arcane 10: 1d10 + 1 + 2 ⇒ (9) + 1 + 2 = 12 -> Bound Lantern Archon recharged.
    Draw up Sorrowsoul, Blessing of the Ancients, Good Omen (Core)

    Summary
    Location = Seige Deck
    Acquired =
    Banished = 2: Tangle of Debris, 3: Imps and House Drakes
    Examined =

    From Box = M1: Plaguebearer (AD1), M2: Skeletal Owlbeast (AD1)
    Displayed =

    Give =
    Used =

    Other = heal Raheli 1

    "

    Zetha wrote:

    Hand: Black Spot, Blessing of Abadar, M1: Plaguebearer (AD1), Sorrowsoul, Blessing of the Ancients, Good Omen (Core),

    Displayed: Ahtez, Cockroach Coat,
    Deck: 9 Discard: 3 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessing of Abadar:+2d vs barrier. Available
    Blessing of the Ancients Available
    Black Spot Available
    Local:
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): ac Gang Enforcer, Stalking Armor, Bound Imp
    Recharged: Augury, Eloquence, Troubadour, Twisted Space, Staff of Minor Healing, Bound Lantern Archon,
    Discard Pile: Blessing of the Spy (2), Blessing of the Spy, Blessing of the Gods ,
    Buried Pile: Charm Person (Core),

    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).

    Paizo Reroll: USED
    Paizo Mat Discard: AVAILABLE

    "

    Silver Crusade

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

    Starting Arueshalae's turn. The hour is The Theater. Hour Power: At the start of your turn, examine the top card of your location; you may encounter it.

    Arueshalae uses the hour power to examine Siege Deck Card 4: Giant Toad. She will encounter it.

    Arueshalae reveals Ostog's Greatsword (thank you Ostog!) for her Combat check. She will also discard her Hungry Ghost Monk to add another 1d6. Barracks adds 1d4.

    CtD Combat 10: 4d6 ⇒ (6, 2, 6, 1) = 15

    Defeated! So I get to heal a card from the Hungry Ghost Monk's delayed effect: Blessing of Baphomet. Arue's deck is shuffled.

    Arueshalae will now explore to encounter Siege Deck Card 5: Blood Veil.

    Blood Veil:

    Story Bane
    Traits:
    Disease
    Obstacle

    To Defeat:
    Constitution
    Divine
    Fortitude
    Knowledge 6

    If defeated by less than 4, suffer the scourge Plagued.
    If undefeated, each local character suffers the scourge Plagued.

    Arueshalae will discard her Blessing of the Samurai to bless her Knowledge check.

    CtD Knowledge 6/10: 2d12 + 1 ⇒ (5, 4) + 1 = 10

    Defeated by 4 or more so no scourge! Arueshalae will now discard Ukobach to draw 1 card: Antiplague, then explore adding 1 and the Fire trait to her checks to defeat. Arueshalae encounter Siege Deck Card 6: Dire Rat.

    Dire Rat:

    Dire Rat
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Survival 6
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    For her check to defeat, she will again reveal Ostog's Greatsword to use her Strength + 2d6. Barracks is adding 1d4 to her Combat check and Ukobach is adding 1 and the Fire trait to her checks to defeat.

    CtD Combat, Strength 9: 3d6 + 1d4 + 1 ⇒ (2, 5, 6) + (3) + 1 = 17
    AYA, Constitution 7: 1d6 ⇒ 4

    Arueshalae buries Hungry Ghost Monk from her discard pile.

    Arueshalae will end her turn and reset her hand.

    Arueshalae wrote:

    Hand: Greatsword, Tooled Crocodile Skin, Antiplague, Blessing of Tsukiyo, Blessing of Baphomet, Blessing of the Archdevils,

    Displayed: Pathfinder Bodyguard,
    Deck: 9 Discard: 2 Buried: 2
    Current Location: Barracks
    Hero Points: 1
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soothing Word, Hand Crossbow (UC), Light Crossbow, Blessing of Shax, Returning Throwing Axe +1, Surgeon, Balm Berry, Blood Periapt
    Recharged:
    Discard Pile: Blessing of the Samurai 1, Ukobach,
    Buried Pile: Moise, Hungry Ghost Monk,

    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
    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 turn, you may add Arueshalae's Gift to your hand.

    Aaaand the 'where is my weapon!?' saga continues.


    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: N/a
    Turn: Turn 16 - Urgathoa's Gluttony

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

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

    SOT:N/a
    Move: Stay at Barracks
    Explore:Daughter of Urgathoa

    Daughter of Urgathoa:
    Daughter of Urgathoa
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Urgathoa
    To Defeat:
    Constitution
    Fortitude 9
    THEN Combat 18
    Immune to Mental and Poison.
    After acting, bury the top card of your deck and suffer the scourge Plagued.

    Ostog will bury Improvised Club to add 1d12 to Fortitude check.

    Fortitude 9: 1d10 + 2 + 1d12 ⇒ (5) + 2 + (12) = 19

    For combat check, Ostog will reveal Shock Glaive +1 to do Melee+1d10+1. Discard Blessing of Gorum to bless check twice.

    Combat 18: 3d10 + 4 + 1d10 + 1 ⇒ (9, 4, 6) + 4 + (2) + 1 = 26

    Daughter of Urgathoa is defeated. Bury top card of deck and become Plagued. Bury Blessing of Shax. Another character becomes plagued too.

    Random Plague: 1d3 ⇒ 3 Arushalae becomes plagued as well.

    Since Daughter of Urgathoa was defeated, banish 1d4 cards from Siege Deck and shuffle it back in.

    Banished Cards: 1d4 ⇒ 3

    Banish Siege Cards 8, 9, and 10. Remaining Siege Deck: Cards 7, 11, 12, 13.

    End Turn: Reset Hand.

    Will attempt to remove Plagued. Bury Athlete to add 1d12 to Fortitude check.

    Fortitude 3+2=5/10: 1d10 + 2 + 1d12 ⇒ (6) + 2 + (7) = 15

    Plagued is healed since defeated by more than 5!

    Ostog wrote:

    Hand: Shock Glaive +1, Greatclub +1, Topaz of Strength, Smith,

    Displayed:
    Deck: 2 Discard: 4 Buried: 5
    Current Location: Barracks
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    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 1, Mace
    Recharged:
    Discard Pile: Longsword, Blessing of the Samurai 2, Quartermaster, Blessing of Gorum,
    Buried Pile: Plaguebringer's Mask, Plague Mask, Improvised Club, Blessing of Shax, Athlete,

    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, you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
    When another local character moves during their move step, you may move to an open location.


    deck handler

    Out of Turn Updates:
    On Zetha's turn, heal 1 ==> Corrosion
    Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.
    Turn Order: Raheli, Zetha, Arueshalae, Ostog,
    Turn: Turn 17: The Hidden Truth
    Hour Power: The first time you examine cards this turn, heal 1d4-1 cards. Ah, I have no ways to examine cards.
    SOT: Nil
    Move: Move to #1: Barracks
    Explore:
    Put Cure into Recovery, to heal Ostog 1d4 + 1 ⇒ (4) + 1 = 5 cards

    Which card: 7,11,12,13: 1d4 ⇒ 2 ==> #11

    #11: 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.

    Everyone at Barracks take 1 Combat damage ==> Discard Codex (Core)
    Recharge Gem of Physical Prowess for Dex+1d8. Reveal Binder's Tome for +1d4.
    Combat DC8+4: 1d10 + 2 + 1d8 + 1d4 ⇒ (5) + 2 + (8) + (2) = 17 ==> Success

    Recharge Blessing of Kofusachi for Dex+1d8. Reveal Binder's Tome for +1d4.
    Put Black Spot into Recovery to reduce DC by 3.
    Combat DC10+4-3: 1d10 + 2 + 1d8 + 1d4 ⇒ (9) + 2 + (3) + (4) = 18 ==> Success by not defeated as no fire or acid

    Will leave Zetha to decide whether to reload or shuffle. Probably better to shuffle.

    End Turn:
    Recovery:
    Cure, Divine DC8: 1d6 + 2 ⇒ (1) + 2 = 3 ==> Discard
    Black Spot, Arcane DC6: 1d8 + 2 ⇒ (1) + 2 = 3 ==> Discard. Sigh.
    Reset hand.

    "

    Raheli wrote:

    Hand: Binder's Tome, Embalming Fluid, Corrosion, Haunted Doll, Boots of Friendly Terrain (Core), Blessing of the Quartermaster,

    Displayed:
    Deck: 6 Discard: 5 Buried: 0
    Current Location: #1: Barracks
    Hero Points: 1
    Tier.XP: 2.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Binder's Tome: +1d4 combat & Cha (Mental)
    Corrosion: + 1 die vs barrier or Construct or Undead monsters
    Movement: If location closes, move to #2: Campsite
    Other: [ ] [ ] [ ]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): Amulet of Life, Blessing of the Elements, Crow (Core), Fox
    Recharged: Gem of Physical Prowess, Blessing of Kofusachi,
    Discard Pile: Compass, Apprentice, Codex (Core), Cure, Black Spot,
    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
    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 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 recharged (☐ plus the items' highest adventure deck number) to your check.

    "

    Silver Crusade

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

    During Raheli's turn, Arueshalae takes 1 Combat Damage. She will recharge her Tooled Crocodile Skin to reduce the damage by 3 to 0.

    At some point during Raheli's turn, Arueshalae will also display and banish Antiplague to remove the Plagued condition from herself.

    Arueshalae wrote:

    Hand: Greatsword, Blessing of Tsukiyo, Blessing of Baphomet, Blessing of the Archdevils,

    Displayed: Pathfinder Bodyguard,
    Deck: 10 Discard: 2 Buried: 2
    Current Location: Barracks
    Hero Points: 1
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Light Crossbow, Balm Berry, Hand Crossbow (UC), Returning Throwing Axe +1, Blessing of Shax, Blood Periapt, Soothing Word
    Recharged: Tooled Crocodile Skin,
    Discard Pile: Blessing of the Samurai 1, Ukobach,
    Buried Pile: Moise, Hungry Ghost Monk,

    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
    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 turn, you may add Arueshalae's Gift to your hand.


    Raheli encounters a Troll that damages Ostog. Ostog will recharge Smith to reduce damage by 3.

    Ostog wrote:

    Hand: Shock Glaive +1, Greatclub +1, Smith,

    Displayed:
    Deck: 3 Discard: 4 Buried: 5
    Current Location: Barracks
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    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 1, Mace
    Recharged: Topaz of Strength,
    Discard Pile: Longsword, Blessing of the Samurai 2, Quartermaster, Blessing of Gorum,
    Buried Pile: Plaguebringer's Mask, Plague Mask, Improvised Club, Blessing of Shax, Athlete,

    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, you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
    When another local character moves during their move step, you may move to an open location.

    Dark Archive

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

    Shuffle seige deck from Troll

    Hour = 5 Zetha/MatsuKurisu: Lamashtu's Madness
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

    Start of Turn

    At: #3: Hospice [Urban]
    Draw M3: Diseased Rats (AD2), M4: Giant Fly (AD1) to hand
    Give: No
    Move: #2: Campsite

    Free Explore top card {7, 11, 12, 13}: 1d4 ⇒ 2 = Darn, the troll again

    Spoiler:
    11: Troll, Monster 2, Veteran: Combat 12(8+2+2) THEN Combat 14(10++2+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.

    BYA 1 Combat damage (Good Omen (Core))

    Banish M1: Plaguebearer (AD1) to use Stealth
    Stealth 1d10+1+3, Cockroach Coat +1d4, Lamashtu's Madness +1, Recovery Black Spot -3DC
    #1: Combat 9(12-3): 1d10 + 1 + 3 + 1d4 + 1 ⇒ (10) + 1 + 3 + (2) + 1 = 17 - Success

    Banish M4: Giant Fly (AD1) to use Stealth
    Stealth 1d10+1+3, Cockroach Coat +1d4, Lamashtu's Madness +1, Discard Blessing of the Ancients +1d10
    #2: Combat 14: 1d10 + 1 + 3 + 1d4 + 1 + 1d10 ⇒ (7) + 1 + 3 + (1) + 1 + (3) = 16 - Success
    Undefeated due to no Fire/Acid. Shuffle into Siege deck

    Zetha ends her turn.
    #2: Campsite: Heal a card: 1d5 ⇒ 2 (Blessing of the Spy)

    Zetha attempts to recover all cards in her Recovery pile.
    Black Spot: Arcane 6: 1d10 + 1 + 2 ⇒ (10) + 1 + 2 = 13 -> Black Spot recharged .

    Zetha resets her hand.
    Draw up Twisted Space, Eloquence, Bound Lantern Archon

    Summary
    Location = Seige Deck - Suhffle{7, 11, 12, 13}
    Acquired =
    Banished =
    Examined = 11: Troll

    From Box = M3: Diseased Rats (AD2), M4: Giant Fly (AD1)
    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: Sorrowsoul, Blessing of Abadar, M3: Diseased Rats (AD2), Twisted Space, Eloquence, Bound Lantern Archon,

    Displayed: Ahtez, Cockroach Coat,
    Deck: 8 Discard: 4 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessing of Abadar:+2d vs barrier. Available
    Twisted Space Available
    Local:
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): ac Gang Enforcer, Staff of Minor Healing, Troubadour, Bound Imp, Blessing of the Spy, Augury, Stalking Armor
    Recharged: Black Spot,
    Discard Pile: Blessing of the Spy (2), Blessing of the Gods , Good Omen (Core), Blessing of the Ancients,
    Buried Pile: Charm Person (Core),

    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).

    Paizo Reroll: USED
    Paizo Mat Discard: AVAILABLE

    "


    Banished the top cards of the Barracks and the Campsite due to the undefeated Troll.

    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 2: On your turn, if you suffer a scourge you didn't already have a marker for, a random other character that doesn't have a marker for it also suffers it.

    During This Scenario: When you are not at the Base and would explore, instead encounter the top card of the siege stack as if it were the top card of your location. If it is not defeated, shuffle it into the siege stack.

    While using a power that examines cards, you may treat the siege stack as your location.

    When a bane from the siege stack is undefeated on your turn or you suffer damage that is not reduced to 0, banish the top card of your location; when a location has no cards, it closes automatically.

    If you defeat the Daughter of Urgathoa and the Siege stack has any other cards, banish 1d4 other cards from it, then shuffle Daughter of Urgathoa back into it.

    When the last location closes, you lose.

    To win, empty the siege stack.

    Additional Rules:

    Harrow: The Juggler (Suit: Keys):

    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.

    Setup

    When building locations, set aside the banes and henchmen in a siege stack, then shuffle into it a number of the star bane Blood Veil—Proxy B equal to the number of characters.

    Henchman (Non-Closing): Daughter of Urgathoa, Leukodaemon, Girrigz, Carrion Golem, Plague Zombie, Cultists—Proxy A

    Cultist:

    Core Story Bane 1
    Traits: Cultist Human
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Danger:

    Blood Veil:

    Story Bane
    Traits:
    Disease
    Obstacle

    To Defeat:
    Constitution
    Divine
    Fortitude
    Knowledge 6

    If defeated by less than 4, suffer the scourge Plagued.
    If undefeated, each local character suffers the scourge Plagued.

    Scenario Level (#): 2

    Turn: 19, Arueshalae/Akaitora

    Random Cards:

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

    Spoiler:
    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:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

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

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

    Spoiler:
    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:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Spoiler:
    Imps and House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

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

    Spoiler:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

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

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

    Spoiler:
    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.

    Spells
    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:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 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:
    Invisibility
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Acid Burst
    CotCT
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, banish to use Arcane + 2d4.

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


    Armors
    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:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge 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 Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Spoiler:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

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

    Items
    Spoiler:
    Spellbook
    CotCT
    Item 0
    Traits:
    Book
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Spoiler:
    Holy Symbol
    CotCT
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 4
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Spoiler:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.


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

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

    Spoiler:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Spoiler:
    Acadamae Student
    CotCT
    Ally 0
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 3
    OR Charisma
    Diplomacy 6
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

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

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

    Blessings
    Spoiler:
    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.

    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:
    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.

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

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

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

    Current Hour:

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

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/kuey
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    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 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    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 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 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 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 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.

    Siege Deck
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Siege Deck Card 1:

    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Siege Deck Card 2:

    Daughter of Urgathoa
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Urgathoa
    To Defeat:
    Constitution
    Fortitude 9
    THEN Combat 18
    Immune to Mental and Poison.
    After acting, bury the top card of your deck and suffer the scourge Plagued.
    Siege Deck Card 3:

    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.
    Siege Deck Card 4:

    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.

    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 ?: 3
    Located/Displayed Here: None

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

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Raheli/kuey, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Barracks Card 1:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Barracks Card 2:
    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.
    Barracks Card 3:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Barracks Card 4:
    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.

    Location #2: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Campsite Card 1:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
    Campsite Card 2:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct
    To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 3:
    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.
    Campsite Card 4:
    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.

    Location #3: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: None
    Hospice Card 1:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
    Hospice Card 2:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Hospice Card 3:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
    Hospice Card 4:
    False Life
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Display. While displayed:
    * When you suffer damage, you may banish to reduce it by 5.
    * At the end of the scenario, banish.

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

    Hospice Card 5:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Hospice Card 6:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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

    Hospice Card 7:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hospice Card 8:
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Location #4: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Ossuary Card 1:
    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.
    Ossuary Card 2:
    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.
    Ossuary Card 3:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Ossuary Card 4:
    Iron Shackles
    CotCT
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 9
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.
    Ossuary Card 5:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Pits Card 1:
    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.
    Pits Card 2:
    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.
    Pits Card 3:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.
    Pits Card 4:
    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.
    Pits Card 5:
    Confusion
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    Pits Card 6:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    Location #6: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Stable Card 1:
    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.
    Stable Card 2:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Stable Card 3:
    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.
    Stable Card 4:
    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.
    Stable Card 5:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Silver Crusade

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

    Starting Arueshalae's turn. The hour is Nethys's Duality. Hour Power: Hour Power: On your check against a spell, add 1d4.

    Arueshalae will explore and encounter Siege Deck Card 1: Cultist (Proxy A1)

    For her Diplomacy check to defeat, Arueshalae will ask Raheli to recharge her Blessing of the Quartermaster and reveal her Binder's Tome. This blesses Arue's check and adds 1d4 to it. Location increases DC by 1d4.

    DC increase: 1d4 ⇒ 1
    CtD Diplomacy 10+1: 2d10 + 1d4 + 3 ⇒ (6, 6) + (1) + 3 = 16

    Defeated! Then Arueshalae will discard her Blessing of Tsukiyo to explore again and encounter Siege Deck Card 2: Daughter of Urgathoa.

    Arueshalae will not be good at this, but I think Ostog and/or Raheli might be able to defeat the Villain handily, so I propose that Zetha uses Twisted Space to allow Arueshalae to evade the villain and have someone else encounter it.

    Pausing to discuss with the group.

    Arueshalae wrote:

    Hand: Blessing of Baphomet, Blessing of the Archdevils,

    Displayed: Pathfinder Bodyguard,
    Deck: 11 Discard: 3 Buried: 2
    Current Location: Barracks
    Hero Points: 1
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blood Periapt, Balm Berry, Blessing of Shax, Light Crossbow, Returning Throwing Axe +1, Surgeon, Cure, Greatsword, Hand Crossbow (UC)
    Recharged: Tooled Crocodile Skin,
    Discard Pile: Blessing of the Samurai 1, Ukobach, Blessing of Tsukiyo,
    Buried Pile: Moise, Hungry Ghost Monk,

    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
    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 turn, you may add Arueshalae's Gift to your hand.

    Silver Crusade

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

    After discussing with the group, we have decided to go with the plan!

    Arueshalae asks Zetha to banish Twisted Space to recovery to allow Arueshalae to evade Daughter of Urgathoa. Raheli will encounter her instead.

    Ostog will take on the first check and has asked me to bot him. Per our conversation, he will bury his Greatclub +1 to add 1d12 to his Fortitude check. Arueshalae will also recharge her Blessing of the Archdevils to bless the check.

    CtD Fortitude 9: 2d10 + 2 + 1d12 ⇒ (4, 9) + 2 + (5) = 20

    The first check is a success! Up to Raheli for the Combat check., but Arueshalae will also be blessing her check (+1 die from BoBaphomet.

    Regardless of the outcome of Raheli's check, Arueshalae will then be ending her turn and resetting her hand.

    Arueshalae wrote:

    Hand: Greatsword, Blood Periapt, Surgeon, Blessing of Shax, Cure, Hand Crossbow (UC),

    Displayed: Pathfinder Bodyguard,
    Deck: 6 Discard: 4 Buried: 2
    Current Location: Barracks
    Hero Points: 1
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soothing Word, Returning Throwing Axe +1, Balm Berry, Light Crossbow
    Recharged: Tooled Crocodile Skin, Blessing of the Archdevils,
    Discard Pile: Blessing of the Samurai 1, Ukobach, Blessing of Tsukiyo, Blessing of Baphomet,
    Buried Pile: Moise, Hungry Ghost Monk,

    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
    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 turn, you may add Arueshalae's Gift to your hand.

    After the start of Ostog's next turn, Arueshalae will Cure Ostog.

    Healing Ostog: 1d4 + 1 ⇒ (3) + 1 = 4

    Ostog Heals 4. Cure is banished. Then, Arueshalae will also reveal her Surgeon to Heal Raheli 1, then recharge Surgeon.

    Arueshalae wrote:

    Hand: Greatsword, Hand Crossbow (UC), Blood Periapt, Blessing of Shax,

    Displayed: Pathfinder Bodyguard,
    Deck: 7 Discard: 4 Buried: 2
    Current Location: Barracks
    Hero Points: 1
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. Feel free to bury Pathfinder Bodyguard if local and would receive 2+ damage.
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Balm Berry, Soothing Word, Light Crossbow, Returning Throwing Axe +1
    Recharged: Tooled Crocodile Skin, Blessing of the Archdevils, Surgeon,
    Discard Pile: Blessing of the Samurai 1, Ukobach, Blessing of Tsukiyo, Blessing of Baphomet,
    Buried Pile: Moise, Hungry Ghost Monk,

    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
    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 turn, you may add Arueshalae's Gift to your hand.


    deck handler

    Out of Turn Updates:
    On Arueshalae's turn, encounter Daughter of Urgathoa

    Daughter of Urgathoa:

    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Urgathoa
    To Defeat:
    Constitution
    Fortitude 9
    THEN Combat 18
    Immune to Mental and Poison.
    After acting, bury the top card of your deck and suffer the scourge Plagued.

    Recharge Boots of Friendly Terrain (Core) for Dex+1d8.
    Location for +1d4. Arueshalae use BoBaphomet to bless. Reveal Embalming Fluid for +2 & Poison (ignore immunity).
    Combat DC18: 1d10 + 2 + 1d8 + 1d4 + 1d10 + 2 ⇒ (1) + 2 + (6) + (3) + (9) + 2 = 23 ==> Defeated.

    Embalming Fluid, Disable DC7: 1d10 + 4 ⇒ (9) + 4 = 13 ==> Success, so no need to bury.

    Bury top card ==> Crow (Core) and suffer Plagued

    Arueshalae's Surgeon heal 1 ==> Apprentice

    "

    Raheli wrote:

    Hand: Corrosion, Binder's Tome, Embalming Fluid, Haunted Doll, Blessing of the Quartermaster,

    Displayed:
    Deck: 7 Discard: 4 Buried: 1
    Current Location: #1: Barracks
    Hero Points: 1
    Tier.XP: 2.3
    Reroll Avail: Yes // Raheli has the following scourges marked:
    Plagued:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

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


    NOTES:
    Available Support: Blessing: Use as needed
    Binder's Tome: +1d4 combat & Cha (Mental)
    Corrosion: + 1 die vs barrier or Construct or Undead monsters
    Movement: If location closes, move to #2: Campsite
    Other: [ ] [ ] [ ]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), Apprentice, Blessing of Kofusachi, Fox, Amulet of Life, Gem of Physical Prowess, Blessing of the Elements
    Recharged:
    Discard Pile: Compass, Codex (Core), Cure, Black Spot,
    Buried Pile: Crow (Core),

    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
    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 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 recharged (☐ plus the items' highest adventure deck number) to your check.

    "


    On Arueshalae's turn, Raheli gets plagued. Due to the scenario condition, someone else gets plagued too.

    Plagued: 1d3 ⇒ 2

    Arueshalae suffers the scourge Plagued as well.

    Also Daughter of Urgathoa was defeated but cards remain in the location deck. Banish 1d4 cards then shuffle it back in.

    Banished cards: 1d4 ⇒ 3

    Banish all remaining cards. Daughter of Urgathoa is remaining card.

    Turn Order: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog
    Out of Turn Updates: Arueshalae heals Ostog for 4. Heal Longsword, Blessing of the Samurai, Quartermaster, and Blessing of Gorum.

    Turn: Turn 20 - Desna's Freedom

    Desna's Freedom:
    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.

    Hour Power: On each check, the first blessing played to bless may be played freely.

    SOT:N/a
    Move: Stay at Barracks
    Explore:Daughter of Urgathoa

    Daughter of Urgathoa:
    Daughter of Urgathoa
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Urgathoa
    To Defeat:
    Constitution
    Fortitude 9
    THEN Combat 18
    Immune to Mental and Poison.
    After acting, bury the top card of your deck and suffer the scourge Plagued.

    Will ask Raheli for Blessing of the Quartermaster to bless first check.

    Fortitude 9: 2d10 + 2 ⇒ (8, 5) + 2 = 15

    Will reveal and discard Shock Glaive +1 to do Melee+10+1+1d8. Bury Topaz of Strength to add 1d12 to check. Will ask Arueshalae for Blessing of Shax to bless check twice. Barracks adds 1d4.

    Combat 18: 2d10 + 4 + 1d10 + 1 + 1d8 + 1d12 + 1d4 ⇒ (10, 6) + 4 + (7) + 1 + (5) + (9) + (1) = 43

    Bury top card of deck. Bury Quartermaster. Suffer Plagued. Zetha becomes Plagued as well (as she is the only other character not plagued). No other cards in Siege Deck so location is closed

    WE WIN?

    End Turn: Reset Hand


    DEVELOPMENT

    With a final wail, the Daughter of Urgathoa collapses to the ground, her massive bladed arm burying itself in the soft earth. Ketrlk makes certain she won't be following you any further with a solid kick. You light the corpse with your torches and turn to rejoin the villagers.

    The conclusion of the battle between you and the daughter of Urgathoa is given little ceremony. Too much time has been lost and too many miles remain ahead. A day later, the walls of the city are in sight. By midday, a handful of songs pepper the procession of exhausted refugees. When the first survivors walk through the gates, they grip each other and weep as they embrace you and the guards. Thoughts turn from immediate survival to the coming days and weeks. Though not out of danger, this trial has ended, and the refugees have earned some respite.

    Reward
    The party gets all boons remaining in locations. Rally the supporter Ketrik, Boors, or Moise.

    Acquired Cards
    Harrower (Ally 0)
    Clockwork Servant (Ally 1)
    Riding Allosaurus (Ally 2)
    Acolyte (Ally 0)
    Giant Slug (Ally 1)
    Soldier (Ally 0)
    Frog (Ally 0)
    Standard Bearer (Ally 1)
    Armored Coat (Armor 0)
    Gray Maiden Plate (Armor 2)
    Full Plate (Armor 1)
    Armor of Insults (Armor 1)
    The Wanderer (Blessing 1)
    The Avalanche (Blessing 1, Harrow suit counts as Blessing 2)
    Ring of Evasion (Item 2)
    Ring of Protection (Item 2)
    Iron Shackles (Item 2)
    Compass (Item 0)
    The Unveiling (Item 2)
    Wand of Force Missile (Item 1)
    Circlet of Mental Acuity (Item 2)
    Magic Eye (Spell 0)
    Candlelight (Spell 0)
    Confusion (Spell 0)
    Holy Light (Spell 1)
    False Life (Spell 0)
    Cleaving Battleaxe (Weapon 2)
    Humanbane Rapier (Weapon 2)
    Shock Glaive (Weapon 2)
    Deathbane Light Crossbow (Weapon 1)
    Sling (Weapon 0)
    Shortsword (Weapon 0)


    Scenario 3A: An Inauspicious Evening

    Back in Vellumis at last, you relax in a cozy tavern, your drink of choice in hand. Suddenly, the front door slams open. A young elf, thoroughly out of breath, rushes in. His eyes flicker around the room before he makes his way to your table. "Venture-Captain Zongnoss needs to talk to you." After quickly paying for your drink, you rush back to Uscalin Lodge to learn what new emergency has befallen the region. You're still reasonably sober, and the cold drizzle tumbling from the sky quickens your pace.

    When you arrive at the lodge, you find Venture-Captain Evni Zongnoss standing behind a desk, next to a rain-soaked half-elf woman in gleaming armor. The steady drip of water from her armor forms a puddle on the floor, but she seems entirely undaunted by the cold and the damp. Venture-Captain Zongnoss holds a harrow deck reverently in her hand. Nine of its cards form a square on her desk. "In the past, The Tangled Briar is perfectly aligned," Evni intones, pointing to the array. "The Tangled Briar represents the return of an ancient and malevolent force. Since the Tyrant's return, this card has appeared in many of my readings, and it suggests the work of his agents. In the present, The Crows are also perfectly aligned; expect loss of life, of treasure, and of cohesion. And in the future, The Paladin is aligned and The Publican misaligned. Secrets play an important role in this matter: buried secrets resurfacing in an inopportune moment, or important secrets lost, leading to a tragedy that could have otherwise been averted. Your road ahead will be challenging, but your struggles will end in triumph, should you persist."

    Quote:

    The Harrowing

    [code]
    The Twin The Mountain Man The Paladin
    (Crowns) (Shields) (Hammers)
    [/code]

    [code]
    The Unicorn The Empty Throne The Foreign Trader
    (Crowns) (Crowns) (Books)
    [/code]

    [code]
    The Tangled Briar The Crows The Publican
    (Shields) (Keys) (Stars)
    [/code]

    She looks up from the cards, gesturing toward the half-elf woman. "This is Jayna Lemore. She comes from the Fortress of the Quiet Shield. They are under attack, and Vellumis doesn’t have reinforcements to spare. The fortress guards a holy relic of Iomedae, a piece from the very cloak she used during her ascension to godhood." Lemore adds, "I‘ve heard of your deeds in Boursonne, and I trust your skill and your spirit. Please, before it's too late, ride with me and let us save the fortress.

    "The stable hands have already packed provisions and prepared horses," she says. "What happens next is up to you." You aren’t going to stand by idly and let the undead forces have their way.

    The rain stops shortly after you depart, giving way to a clear and starry sky. You ride through the night, reaching the Fortress of the Quiet Shield just after dawn. The devastation is apparent even from a distance, but you don’t have much time to contemplate the situation. An army of warriors clad in the holy standard of Iomedae pours out of the fortresses' shattered gates, covered in blood and heedless of their mortal wounds. With their longswords raised and their cloudy eyes filled with malice, they charge across the field to block your approach!

    STORY BANES

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.
    Villian: None
    Henchman (Closing): Each time you encounter a Proxy A, randomly choose a new Undead story bane.

    Setup

    Add the Onslaughts wildcard Besieged.

    A character may display the supporter Jayna Lemore.

    Jayna Lemore:

    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.

  • 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: At the end of your turn, if you explored a location other than the Base on your turn, but encountered no banes, summon and, encounter the danger.

    Additional Rules: STORY BANES

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.
    Villian: None
    Henchman (Closing): Each time you encounter a Proxy A, randomly choose a new Undead story bane.

    Undead Story Bane Roster

    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.

    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.

    Zombie Minions:

    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.

    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.

    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.

    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.

    Setup

    Add the Onslaughts wildcard Besieged.
    Besieged: After you move, suffer 1 Ranged Combat damage.

    A character may display the supporter Jayna Lemore.

    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.

    Scenario Level (#): 3

    Turn: 0, Arueshalae/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    Spoiler:
    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.

    Spoiler:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.

    Spoiler:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Spoiler:
    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.

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

    Spoiler:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

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

    Spoiler:
    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.

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

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

    Spoiler:
    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.

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

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

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


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

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

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

    Items
    Spoiler:
    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:
    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:
    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:
    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.

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

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


    Allies
    Spoiler:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

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

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    The 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 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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/kuey
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    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.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    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 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    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 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 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 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    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 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    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.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 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 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 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 14 Raheli/kuey:
    Spoiler:
    Hourglass Card 14 Raheli/kuey
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 15 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Zetha/MatsuKurisu
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 16 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 16 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 17 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Ostog/MauveAvengr
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 18 Raheli/kuey:
    Spoiler:
    Hourglass Card 18 Raheli/kuey
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 19 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 Zetha/MatsuKurisu
    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 20 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 20 Arueshalae/Akaitora
    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.
    Hourglass Card 21 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 21 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 22 Raheli/kuey:
    Spoiler:
    Hourglass Card 22 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 23 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 Zetha/MatsuKurisu
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 24 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 24 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 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
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 27 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 27 Zetha/MatsuKurisu
    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 28 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 28 Arueshalae/Akaitora
    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 29 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 29 Ostog/MauveAvengr
    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.
    Hourglass Card 30 Raheli/kuey:
    Spoiler:
    Hourglass Card 30 Raheli/kuey
    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.

    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

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

    Location #2: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #4: Tower
    Urban
    At This Location: At the start of your turn, you may examine the top card of a distant location.
    When Closing: Succeed at a Wisdom or Perception 4+# check.
    When Permanently Closed: You may examine the top card of a distant location.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #5: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Silver Crusade

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

    Arueshalae goes ahead of the group to scout, flying up to the top of the highest tower of the fortress, examining the courtyard.

    Arueshalae wrote:

    Hand: Sands of the Hour, Gentleman Explorer, Starknife (Core), The Mute Hag, Heavy Crossbow, Desna's Freedom,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Tower
    Hero Points: 2
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can.
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lamashtu's Madness, Frost Longbow, Luckstone, Spyglass, Glamered Leather Armor, Arueshalae's Gift, Archer, Candlelight, Orison, Deathbane Light Crossbow, Compass
    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: Ally
    Hand Size: 5 ☑ 6
    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 turn, you may add Arueshalae's Gift to your hand.


    deck handler

    Raheli climbs up the slope towards the Cliff, with her Flesh Poppet walking beside her.

    "

    Raheli wrote:

    Hand: Black Spot, Embalming Fluid, Gem of Physical Prowess, Crow (Core), Fox, Blessing of the Quartermaster,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: #3: Cliff
    Hero Points: 2
    Tier.XP: 3.0
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: reduce monster DC by 4
    Crow: local acquire +1d6
    Fox: +1d4 Int or Wis
    Movement: If location closes, move to #2: Campsite
    Other: [ ] [ ] [ ]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, Boots of Friendly Terrain (Core), Blessing of Abadar, Codex (Core), Apprentice, Amulet of Life, Cure, Haunted Doll, Corrosion, Binder's Tome, Blessing of Kofusachi
    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
    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 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 recharged (☐ plus the items' highest adventure deck number) to your check.

    "


    Ostog will start at the Castle.

    Ostog has the following loot: Plaguebringer's Mask.

    Ostog wrote:

    Hand: Blessing of Shax, Mace, Plaguebringer's Mask, Topaz of Strength,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Castle
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Greatclub +1, Blessing of the Samurai 2, Quartermaster, Blessing of the Gods, Longsword, Athlete, Blessing of the Samurai 1, Blessing of Gorum, Improvised Club, Orange War Paint, Greatsword, Shock Glaive +1, Smith
    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, you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
    When another local character moves during their move step, you may move to an open location.

    Dark Archive

    Zetha - Start
    - 3A: An Inauspicious Evening

    Card Upgrade
    - Enchanted Fang (AD0) in, Eloquence out

    Loot swaps
    = Jayna Lemore in

    Starting location
    - #4: Tower will move to #2: Mountain

    Starting Hand
    "

    Zetha wrote:

    Hand: Charm Person (Core), Enchanted Fang, Stalking Armor, Bound Imp, Troubadour, Blessing of the Ancients,

    Displayed: Ahtez, Jayna Lemore,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local:
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sorrowsoul, Blessing of the Spy (2), Blessing of the Gods , Good Omen (Core), Twisted Space, Staff of Minor Healing, Blessing of the Spy, Bound Lantern Archon, Black Spot, Cockroach Coat, Blessing of Abadar, Augury
    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).

    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: At the end of your turn, if you explored a location other than the Base on your turn, but encountered no banes, summon and, encounter the danger.

    Additional Rules:

    Harrow: The Big Sky (Suit: Hammers):

    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.

    STORY BANES

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.
    Villian: None
    Henchman (Closing): Each time you encounter a Proxy A, randomly choose a new Undead story bane.

    Undead Story Bane Roster

    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.

    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.

    Zombie Minions:

    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.

    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.

    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.

    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.

    Setup

    Add the Onslaughts wildcard Besieged.
    Besieged: After you move, suffer 1 Ranged Combat damage.

    A character may display the supporter Jayna Lemore.

    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.

    Scenario Level (#): 3

    Turn: 1, Ostog/MauveAvengr

    Random Cards:

    Monsters
    Spoiler:
    Sczarni Thief
    CotCT
    Monster 1
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    OR Stealth 5+#
    Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
    If undefeated, bury either a random item from your discards or the top card of your deck.

    Spoiler:
    Inquisitor Devil
    CotCT
    Monster 3
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 17
    OR Arcane 10
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

    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.

    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:
    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 Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge 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:
    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:
    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.

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

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

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

    Spoiler:
    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:
    Harrowstrike
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Force
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Display. While displayed:
    * For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    * At the end of your turn, banish.

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


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

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


    Spoiler:
    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:
    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:
    Dimensional Jump
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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


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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

    Spoiler:
    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:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

    Spoiler:
    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:
    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.

    Blessings
    Spoiler:
    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.

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

    Spoiler:
    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.

    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 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.

    Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.

    Current Hour:

    The Hidden Truth:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/kuey:
    Spoiler:
    Hourglass Card 1 Raheli/kuey
    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 2 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 2 Zetha/MatsuKurisu
    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.
    Hourglass Card 3 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 3 Arueshalae/Akaitora
    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 4 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 5 Raheli/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 6 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 6 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 7 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 7 Arueshalae/Akaitora
    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 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 8 Ostog/MauveAvengr
    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.
    Hourglass Card 9 Raheli/kuey:
    Spoiler:
    Hourglass Card 9 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 10 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 10 Zetha/MatsuKurisu
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 11 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 11 Arueshalae/Akaitora
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 12 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 12 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 13 Raheli/kuey:
    Spoiler:
    Hourglass Card 13 Raheli/kuey
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 14 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 14 Zetha/MatsuKurisu
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 15 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 15 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 16 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 16 Ostog/MauveAvengr
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 17 Raheli/kuey:
    Spoiler:
    Hourglass Card 17 Raheli/kuey
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 18 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Zetha/MatsuKurisu
    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 19 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 19 Arueshalae/Akaitora
    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.
    Hourglass Card 20 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 20 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 21 Raheli/kuey:
    Spoiler:
    Hourglass Card 21 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 22 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 22 Zetha/MatsuKurisu
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 23 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 23 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 24 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 24 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 25 Raheli/kuey:
    Spoiler:
    Hourglass Card 25 Raheli/kuey
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 26 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 26 Zetha/MatsuKurisu
    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 27 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 27 Arueshalae/Akaitora
    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 28 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 28 Ostog/MauveAvengr
    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.
    Hourglass Card 29 Raheli/kuey:
    Spoiler:
    Hourglass Card 29 Raheli/kuey
    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.

    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:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2:
    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 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:
    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 5:
    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...?

    Location #1: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Ostog/MauveAvengr, None
    Castle Card 1:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
    Castle Card 2:
    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.
    Castle Card 3:
    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.
    Castle Card 4:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Castle Card 5:
    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.
    Castle Card 6:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    Castle Card 7:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Castle Card 8:
    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.
    Castle Card 9:
    Drums of Panic
    CotCT
    Item 3
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 10
    When a local character encounters a monster, display at your location.
    While displayed:
    * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    * At the start of your turn, discard this card; if proficient, recharge it instead.
    Castle Card 10:
    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.

    Location #2: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Mountain Card 1:
    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+#.
    Mountain Card 2:
    Biting Tigers
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.
    Mountain 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.
    Mountain Card 4:
    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.
    Mountain Card 5:
    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.
    Mountain Card 6:
    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.
    Mountain Card 7:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Mountain Card 8:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Mountain Card 9:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.
    Mountain Card 10:
    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.

    Location #3: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Raheli/kuey, None
    Cliff Card 1:
    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.
    Cliff Card 2:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Cliff Card 3:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cliff Card 4:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Cliff Card 5:
    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.
    Cliff Card 6:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Cliff Card 7:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
    Cliff 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.
    Cliff Card 9:
    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.
    Cliff Card 10:
    Dire Crocodile
    CotCT
    Monster 2
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 15
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Location #4: Tower
    Urban
    At This Location: At the start of your turn, you may examine the top card of a distant location.
    When Closing: Succeed at a Wisdom or Perception 4+# check.
    When Permanently Closed: You may examine the top card of a distant location.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Arueshalae/Akaitora, None
    Tower Card 1:
    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.
    Tower Card 2:
    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.
    Tower Card 3:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.
    Tower Card 4:
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Tower Card 5:
    The Tall Knife
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Guillotine
    Object
    Promo
    Slashing
    To Acquire:
    Strength 12
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
    Tower Card 6:
    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.
    Tower 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.
    Tower Card 8:
    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.
    Tower Card 9:
    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.
    Tower Card 10:
    Minor Harrowing
    CotCT
    Spell 1
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
    * When this location is closed, banish.

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


    Location #5: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    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.
    Trail 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.
    Trail Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Trail Card 4:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Trail Card 5:
    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.
    Trail Card 6:
    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.
    Trail Card 7:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 8:
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    Trail Card 9:
    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.
    Trail Card 10:
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.


    Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
    Out of Turn Updates: N/a
    Turn: Turn 1 - The Hidden Truth

    The Hidden Truth:
    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.

    Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.

    SOT: N/a
    Move: Stay at Castle
    Explore: Dire Boar

    Dire Boar:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Ostog will need to overkill the Dire Boar. He will punch the Dire Boar to do Melee. He will discard Blessing of Shax to bless the check twice.

    Combat 10/14: 3d10 + 4 ⇒ (10, 1, 9) + 4 = 24

    For second check, Ostog will reveal Mace to do Melee+1d8. Will bury Topaz of Strength to add 1d12. Since Mace was revealed, have to recharge it (Dire Boar power)

    Combat 11/15: 1d10 + 4 + 1d8 + 1d12 ⇒ (8) + 4 + (2) + (10) = 24

    Dire Boar is destroyed. Both checks exceeded by at least 4 so do not suffer combat damage. Encountered a bane so do not summon/encounter the danger.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Shock Glaive +1, Greatclub +1, Plaguebringer's Mask, Blessing of the Samurai 2,

    Displayed:
    Deck: 11 Discard: 1 Buried: 1
    Current Location: Castle
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orange War Paint, Blessing of the Gods, Improvised Club, Smith, Greatsword, Athlete, Longsword, Quartermaster, Blessing of Gorum, Blessing of the Samurai 1
    Recharged: Mace,
    Discard Pile: Blessing of Shax,
    Buried Pile: Topaz of Strength,

    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, you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
    When another local character moves during their move step, you may move to an open location.


    deck handler

    Out of Turn Updates:
    Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Constitution checks until further notice.
    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 2: Torag's Power
    Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    SOT: Nil
    Move: Stay at #3: Cliff
    Explore:

    #1: 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.

    Arueshalae's gift for +1d4+1
    Constitution DC8: 1d6 + 1d4 + 1 ⇒ (4) + (2) + 1 = 7 ==> Banished

    Discard Crow (Core) to explore again.

    #2: Pharasma's Knowing:

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

    Crow (Core) gives +1d4.
    Divine DC4+3: 1d6 + 2 + 1d4 ⇒ (3) + 2 + (3) = 8 ==> Acquired

    Discard Pharasma's Knowing to draw Haunted Doll, Binder's Tome, recharge Haunted Doll, Fox and explore again.

    #3: Seeking Longbow:

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

    No chance to acquire ==> Banished.

    Discard Blessing of the Quartermaster to explore again.

    #4: Ratling:

    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Finally a bane!
    BYA: no other local character
    Recharge Gem of Physical Prowess for Dex+1d8
    Reveal Binder's Tome for +1d4
    Combat DC9: 1d10 + 1 + 1d8 + 1d4 ⇒ (10) + 1 + (4) + (2) = 17 ==> Defeated

    End Turn: Rest hand.

    "

    Raheli wrote:

    Hand: Black Spot, Embalming Fluid, Binder's Tome, Corrosion, Blessing of Abadar, Amulet of Life,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Current Location: #3: Cliff
    Hero Points: 2
    Tier.XP: 3.0
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: reduce monster DC by 4
    Movement: If location closes, move to #4: Tower
    Other: [ ] [ ] [ ]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 Kofusachi, Cure, Codex (Core), Boots of Friendly Terrain (Core), Compass, Apprentice
    Recharged: Haunted Doll, Fox, Gem of Physical Prowess,
    Discard Pile: Crow (Core), Pharasma's Knowing, Blessing of the Quartermaster,
    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
    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 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 recharged (☐ plus the items' highest adventure deck number) to your check.

    "

    Dark Archive

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

    Setup corrections: Starting location
    - #4: Tower will move to #2: Mountain

    Hour = 2 Zetha/MatsuKurisu: Gozreh's Growth
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.

    Start of Turn

    At: #4: Tower
    Tower.Sot = Examine Mountain Card 1: Sawtooth Saber, Weapon 3
    Draw M1: Sczarni Thief (AD1), M2: Inquisitor Devil (AD3) to hand

    Give: No
    Move: #2: Mountain
    Besieged: After you move, suffer 1 Ranged Combat damage. (Blessing of the Ancients)

    Bury Charm Person (Core), Draw Diplomacy ally A1: Eries Yelloweyes

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

    Recovery Bound Imp, Draw 2 cards (Bound Lantern Archon, Blessing of the Spy (2))

    Free Explore = 1: Sawtooth Saber, Weapon 3: Melee 13

    Spoiler:
    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+#.

    Banish M1: Sczarni Thief (AD1) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Recharge ac Eries Yelloweyes +1d6
    Melee 13: 1d10 + 1 + 3 + 2 + 1d6 ⇒ (4) + 1 + 3 + 2 + (4) = 14 - acquired

    Discard Blessing of the Spy (2), explore +1d = 2: Biting Tigers, Barrier 3: Stealth 9

    Spoiler:
    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.

    No other local characters
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Blessing of the Spy +1d10
    Stealth 9: 1d10 + 1 + 3 + 2 + 1d10 ⇒ (6) + 1 + 3 + 2 + (4) = 16 - Banished

    Recovery Bound Lantern Archon, examine top 3 of character deck, rearrange and draw 1
    Sorrowsoul - draw
    Good Omen (Core)
    Staff of Minor Healing

    Discard Sorrowsoul, explore with +1 on each 1 or 2 =
    3: Henchman Proxy A2 Undead Bane: 1d6 ⇒ 4
    Mummy, Core Story Bane 2, Veteran: Combat 20(14+3+3)

    Spoiler:
    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.

    Athez Melee / Cold 1d10+1+3+3, Reveal Stalking Armor +2, Recovery Enchanted Fang +1d4, Recharge Ostog's Blessing of the Samurai 2 +1d10
    Combat 20: 1d10 + 1 + 3 + 3 + 2 + 1d4 + 1d10 ⇒ (4) + 1 + 3 + 3 + 2 + (4) + (10) = 27 - Banished

    #2: Mountain.When Closing: Bury top card of your deck (Good Omen (Core)).
    5: Brain Ooze, Monster 2
    10: Summoning Trap, Barrier 3
    4: Magic Spiked Full Plate, Armor 3
    moved to (1,3,4,5): 1d4 ⇒ 3 - #4: Tower
    Zetha moves to #4: Tower. Take 1 ranged damage (ac Sawtooth Saber)

    Zetha ends her turn.
    Scenario.Bane Encountered = No Summon

    Zetha attempts to recover all cards in her Recovery pile.
    Bound Imp: Arcane 8: 1d10 + 1 + 2 ⇒ (2) + 1 + 2 = 5 -> Bound Imp discarded.
    Recharge Troubadour, +1d6
    Bound Lantern Archon: Arcane 10: 1d10 + 1 + 2 + 1d6 ⇒ (4) + 1 + 2 + (5) = 12 -> Bound Lantern Archon recharged.
    Enchanted Fang: Arcane 7: 1d10 + 1 + 2 ⇒ (1) + 1 + 2 = 4 -> Enchanted Fang discarded.

    Zetha resets her hand.
    Draw up Staff of Minor Healing, Black Spot, Blessing of Abadar, Augury

    Start of Arueshalae's turn.
    Recharge Staff of Minor Healing to heal 1
    healed card 1: 1d7 ⇒ 6 - Bound Imp

    Summary
    Location = #2: Mountain CLOSED
    Acquired = 1: Sawtooth Saber
    Banished = 2: Biting Tigers, 3: Henchman Proxy A2
    Examined =

    Location = #4: Tower
    Added = Mountain 5: Brain Ooze, Mountain 10: Summoning Trap, Mountain 4: Magic Spiked Full Plate

    From Box = M1: Sczarni Thief (AD1), M2: Inquisitor Devil (AD3), A1: Eries Yelloweyes
    Displayed =

    Give =
    Used = Recharge Ostog's Blessing of the Samurai 2

    Other = Zetha moves to #4: Tower

    "

    Zetha wrote:

    Hand: Black Spot, Augury, Stalking Armor, Blessing of Abadar, M2: Inquisitor Devil (AD3),

    Displayed: Ahtez, Jayna Lemore,
    Deck: 9 Discard: 5 Buried: 2
    Hero Points: 2
    NOTES:
    Available Support: Distant: Black Spot: -4DC, available
    BoAbadar: +2d vs barrier Available
    Local: Augury available
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Twisted Space, ac Eries Yelloweyes, Bound Imp, Troubadour, Blessing of the Gods , Blessing of the Spy, Bound Lantern Archon, Cockroach Coat
    Recharged: Staff of Minor Healing,
    Discard Pile: Blessing of the Ancients, Blessing of the Spy (2), Sorrowsoul, ac Sawtooth Saber, Enchanted Fang,
    Buried Pile: Charm Person (Core), Good Omen (Core),

    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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Dark Archive

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

    Turn corrections:

    Discard Sorrowsoul, explore with +1 on each 1 or 2 =
    3: Henchman Proxy A2 Undead Bane: 1d6 ⇒ 6
    Mummy, Core Story Bane 2, Veteran: Combat 20(14+3+3)

    Spoiler:
    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.

    Immune to Cold, unable to fight with Athez
    Banish M2: Inquisitor Devil (AD3) to evade encounter

    Zetha ends her turn.
    Scenario.Bane Encountered = No Summon

    Zetha attempts to recover all cards in her Recovery pile.
    Using prior rolls
    Bound Imp discarded.
    Bound Lantern Archon recharged.

    Zetha resets her hand.
    Discard ac Sawtooth Saber
    Draw up Good Omen (Core), Staff of Minor Healing, Black Spot, Blessing of Abadar,

    Start of Arueshalae's turn.
    Recharge Staff of Minor Healing to heal 1
    Bound Imp

    Summary
    Location = #2: Mountain Shuffle
    Acquired = 1: Sawtooth Saber
    Banished = 2: Biting Tigers,
    Examined = 3: Henchman Proxy A2

    Location =
    Added =

    From Box = M1: Sczarni Thief (AD1), M2: Inquisitor Devil (AD3), A1: Eries Yelloweyes
    Displayed =

    Give =
    Used =

    Other =

    "

    Zetha wrote:

    Hand: Enchanted Fang, Stalking Armor, Good Omen (Core), Staff of Minor Healing, Black Spot, Blessing of Abadar,

    Displayed: Ahtez, Jayna Lemore,
    Deck: 9 Discard: 4 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant: Black Spot: -4DC, available
    BoAbadar: +2d vs barrier Available
    Local:
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded: Augury,
    Middle of Deck (Unknown Order): Troubadour, Bound Lantern Archon, Bound Imp, Twisted Space, Cockroach Coat, ac Eries Yelloweyes, Blessing of the Spy, Blessing of the Gods
    Recharged:
    Discard Pile: Blessing of the Ancients, Blessing of the Spy (2), Sorrowsoul, ac Sawtooth Saber,
    Buried Pile: Charm Person (Core),

    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).

    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 Old Deadeye. Hour power: On your check, if you are at a Wild location, add 1d4.

    At the start of her turn, Arueshalae will retrieve Arueshalae's Gift from Raheli. After the start of her turn, Arueshalae will display it on Raheli again, this time marking Dexterity.

    Arueshalae will move to Cliff. Per the scenario wildcards, she takes 1 Ranged Combat Damage. Arueshalae discards her Starknife.

    Before her exploration phase, Arueshalae will recharge the Mute Hag to examine Cliff Card 5: Proxy A3. All checks against this card are blessed if I choose to encounter it.

    Arueshalae will explore to encounter Proxy A3.

    Random Undead roster bane: 1d6 ⇒ 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.

    Arueshalae recharges Sands of the Hour for the Skeleton's BYA. For her check to defeat, Arueshalae will reveal her Heavy Crossbow to use her Ranged + 1d10. Her check is blessed from the Mute Hag's delayed effect.

    CtD Combat, Melee 11+6 = 17: 2d8 + 4 + 1d10 ⇒ (7, 2) + 4 + (9) = 22

    Defeated even considering the Cliff's location power! (for a total of 20 on her CtD) Arueshalae can attempt to close the Cliff. She will discard Desna's Freedom to bless her check.

    Closing Cliff, Dexterity 9: 2d8 + 2 ⇒ (7, 5) + 2 = 14

    Cliff is closed! Cliff cards 7 (Assassination Squad, Barrier 3), 8 (Dire Lion, Monster 3) and 9 (Lamashtu's Madness, Blessing 2) are shuffled into a random open location.

    Random Open Location: 1d4 ⇒ 4

    The cards are shuffled into the Trail.

    Arueshalae moves to Base (and Raheli needs to move as well).When she does, she takes 1 more point of Ranged Damage. She will discard Gentleman Explorer.

    Arueshalae ends her turn and resets her hand.

    Arueshalae wrote:

    Hand: Frost Longbow, Archer, Glamered Leather Armor, Priest of Abadar, Heavy Crossbow, Spyglass,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. You can freely discard my Heavy Crossbow to add 1d8 to a distant check
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Dexterity checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathbane Light Crossbow, Compass, Candlelight, Lamashtu's Madness, Orison
    Recharged: The Mute Hag, Sands of the Hour,
    Discard Pile: Starknife (Core), Desna's Freedom, Gentleman Explorer,
    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
    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 turn, you may add Arueshalae's Gift to your hand.


    Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
    Out of Turn Updates: N/a
    Turn: Turn 5 - Lady Despair

    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.

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

    SOT: N/a
    Move: Stay at Castle
    Explore: Korvosan Dandy

    Korvosan Dandy:
    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.

    Charisma 9: 1d6 ⇒ 5

    Not acquired. Discard Blessing of the Samurai to explore again.

    Explore 2: Thunderstorm

    Thunderstorm:
    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.

    Display Thunderstorm. Encountered a bane this turn so do not summon a danger.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Shock Glaive +1, Greatclub +1, Plaguebringer's Mask, Blessing of the Samurai 1,

    Displayed:
    Deck: 10 Discard: 2 Buried: 1
    Current Location: Castle
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Athlete, Longsword, Blessing of the Gods, Blessing of Gorum, Smith, Orange War Paint, Improvised Club, Greatsword, Quartermaster
    Recharged: Mace,
    Discard Pile: Blessing of Shax, Blessing of the Samurai 2,
    Buried Pile: Topaz of Strength,

    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, you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
    When another local character moves during their move step, you may move to an open location.


    Raheli is moved to the Tower per their instructions, and they must take 1 Ranged Combat damage.

    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: At the end of your turn, if you explored a location other than the Base on your turn, but encountered no banes, summon and, encounter the danger.

    Additional Rules:

    Harrow: The Big Sky (Suit: Hammers):

    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.

    STORY BANES

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.
    Villian: None
    Henchman (Closing): Each time you encounter a Proxy A, randomly choose a new Undead story bane.

    Undead Story Bane Roster

    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.

    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.

    Zombie Minions:

    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.

    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.

    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.

    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.

    Setup

    Add the Onslaughts wildcard Besieged.
    Besieged: After you move, suffer 1 Ranged Combat damage.

    A character may display the supporter Jayna Lemore.

    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.

    Scenario Level (#): 3

    Turn: 6, Raheli/kuey

    Random Cards:

    Monsters
    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:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.

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

    Spoiler:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

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

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

    Spoiler:
    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:
    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:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Spoiler:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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


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

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

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

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

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


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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

    Spoiler:
    The 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 each check, the first blessing played to bless may be played freely.

    Current Hour:

    Desna's Freedom:
    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.

    Hours Remaining: 24

    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
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    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.
    Hourglass Card 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 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 5 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Zetha/MatsuKurisu
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 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 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 9 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 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
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 12 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 13 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Zetha/MatsuKurisu
    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 14 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 Arueshalae/Akaitora
    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.
    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
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 Zetha/MatsuKurisu
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 18 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 18 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 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
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 21 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 21 Zetha/MatsuKurisu
    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 22 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 22 Arueshalae/Akaitora
    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 23 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 23 Ostog/MauveAvengr
    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.
    Hourglass Card 24 Raheli/kuey:
    Spoiler:
    Hourglass Card 24 Raheli/kuey
    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.

    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:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2:
    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 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:
    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 5:
    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...?

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

    Castle Card 1:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Castle Card 2:
    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.
    Castle Card 3:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    Castle Card 4:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Castle 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.
    Castle Card 6:
    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.
    Castle 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.

    Location #2: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Mountain Card 1:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Mountain Card 2:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.
    Mountain Card 3:
    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.
    Mountain Card 4:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Mountain Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Mountain 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.
    Mountain Card 7:
    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.
    Mountain Card 8:
    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.

    Location #4: Tower
    Urban
    At This Location: At the start of your turn, you may examine the top card of a distant location.
    When Closing: Succeed at a Wisdom or Perception 4+# check.
    When Permanently Closed: You may examine the top card of a distant location.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Raheli/kuey, None
    Tower Card 1:
    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.
    Tower Card 2:
    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.
    Tower Card 3:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.
    Tower Card 4:
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Tower Card 5:
    The Tall Knife
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Guillotine
    Object
    Promo
    Slashing
    To Acquire:
    Strength 12
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
    Tower Card 6:
    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.
    Tower 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.
    Tower Card 8:
    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.
    Tower Card 9:
    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.
    Tower Card 10:
    Minor Harrowing
    CotCT
    Spell 1
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
    * When this location is closed, banish.

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


    Location #5: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 5 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    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.
    Trail Card 2:
    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.
    Trail Card 3:
    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.
    Trail Card 4:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
    Trail 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.
    Trail Card 6:
    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.
    Trail Card 7:
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Trail Card 8:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 9:
    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.
    Trail Card 10:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Trail Card 11:
    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.
    Trail Card 12:
    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.
    Trail Card 13:
    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.


    deck handler

    Out of Turn Updates:
    On Arueshalae's turn, move to #4: Tower.
    Take 1 damage ==> Put Amulet of Life into Recovery to reduce to 0
    Recovery: Amulet of Life, Arcane DC7: 1d8 + 2 ⇒ (3) + 2 = 5 ==> Discarded

    Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Dexterity checks until further notice.

    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 6: Desna's Freedom
    Hour Power: On each check, the first blessing played to bless may be played freely.
    SOT: Nil
    Move: Stay at #4: Tower
    Explore:

    #1: 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.

    Reveal Binder's Tome for +1d4.
    Charisma DC9: 1d6 + 1d4 ⇒ (1) + (2) = 3 ==> Banished

    "

    Raheli wrote:

    Hand: Black Spot, Embalming Fluid, Binder's Tome, Corrosion, Blessing of Abadar,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Current Location: #4: Tower
    Hero Points: 2
    Tier.XP: 3.0
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: reduce monster DC by 4
    Movement: If location closes, move to #1: Castle
    Other: [ ] [ ] [ ]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, Codex (Core), Apprentice, Blessing of Kofusachi, Cure, Boots of Friendly Terrain (Core)
    Recharged: Haunted Doll, Fox, Gem of Physical Prowess,
    Discard Pile: Crow (Core), Pharasma's Knowing, Blessing of the Quartermaster, 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
    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 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 recharged (☐ plus the items' highest adventure deck number) to your check.

    "


    deck handler

    continuing turn

    Discard Blessing of Abadar to explore again.

    #2: Warband:

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

    Summoned: 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 Corrosion for Dex+1d8
    Reveal Embalming Fluid for +2.
    Recharge Binder's Tome for +1d4.
    Put Black Spot into Recovery for +4
    Combat DC15: 1d10 + 1 + 1d8 + 2 + 1d4 + 4 ⇒ (4) + 1 + (8) + 2 + (4) + 4 = 23 ==> Defeated

    Since undead, recharge Embalming Fluid to put marker on Flesh Poppet (1)

    Embalming Fluid check, Disable DC7: 1d10 + 3 ⇒ (9) + 3 = 12 ==> Suceed so no need bury top card.

    End Turn:
    Recovery: Use Boon for +1d6
    Black Spot, Arcane DC6: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (4) = 11 ==> Recharged.

    Reset hand.

    "

    Raheli wrote:

    Hand: Codex (Core), Boots of Friendly Terrain (Core), Compass, Apprentice, Blessing of Kofusachi, Cure,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Current Location: #4: Tower
    Hero Points: 2
    Tier.XP: 3.0
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Movement: If location closes, move to #1: Castle
    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): 0
    Recharged: Haunted Doll, Fox, Gem of Physical Prowess, Corrosion, Binder's Tome, Embalming Fluid, Black Spot,
    Discard Pile: Crow (Core), Pharasma's Knowing, Blessing of the Quartermaster, Amulet of Life, Blessing of Abadar,
    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
    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 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 recharged (☐ plus the items' highest adventure deck number) to your check.

    "

    Dark Archive

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

    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.
    Discard Blessing of Abadar

    Start of Turn

    At: #2: Mountain
    Draw M1: Vampire Spawn (AD2), M2: Orc Rager (AD2) to hand
    #2: Mountain.start of your turn, succeed at a Wisdom or Survival 7(4+3) check
    Banish M2: Orc Rager (AD2) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2,
    Survival 7: 1d10 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10 - Success

    Give: No
    Move: No

    Free Explore = 1: Zon-kuthon's Pain, Blessing 2: Constitution 8(5+2)

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

    Constitution 1d6, Recovery Good Omen (Core) +1d6+3
    Constitution 8: 1d6 + 1d6 + 3 ⇒ (1) + (6) + 3 = 10 - Acquired

    Discard ac Zon-kuthon's Pain, explore = 2: Reefclaw: Combat 11

    Spoiler:
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.

    Athez Melee / Cold 1d10+1+3+3, Reveal Stalking Armor +2,
    Combat 11: 1d10 + 1 + 3 + 3 + 2 ⇒ (2) + 1 + 3 + 3 + 2 = 11 - Reroll due to monster power
    Combat 11: 1d10 + 1 + 3 + 3 + 2 ⇒ (10) + 1 + 3 + 3 + 2 = 19 - Banished

    Recharge Staff of Minor Healing to heal 1
    healed card 1: 1d7 ⇒ 3 - Sorrowsoul

    Zetha ends her turn.
    Scenario.Bane Encountered = No Summon

    Zetha attempts to recover all cards in her Recovery pile.
    Good Omen: Arcane 8: 1d10 + 1 + 2 ⇒ (8) + 1 + 2 = 11 -> Good Omen recharged.

    Zetha resets her hand.
    Draw up Augury, Sorrowsoul

    Summary
    Location = #2: Mountain
    Acquired = 1: Zon-kuthon's Pain
    Banished = 2: Reefclaw
    Examined =

    Location =
    Added =

    From Box = M1: Vampire Spawn (AD2), M2: Orc Rager (AD2)
    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: Enchanted Fang, Black Spot, Augury, Stalking Armor, Sorrowsoul, M1: Vampire Spawn (AD2),

    Displayed: Ahtez, Jayna Lemore,
    Deck: 9 Discard: 6 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant: Black Spot: -4DC, available
    Local:
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Twisted Space, Bound Lantern Archon, Blessing of the Gods , ac Eries Yelloweyes, Cockroach Coat, Troubadour, Blessing of the Spy
    Recharged: Staff of Minor Healing, Good Omen (Core),
    Discard Pile: Blessing of the Ancients, Blessing of the Spy (2), ac Sawtooth Saber, Bound Imp, Blessing of Abadar, ac Zon-kuthon's Pain,
    Buried Pile: Charm Person (Core),

    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).

    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: At the end of your turn, if you explored a location other than the Base on your turn, but encountered no banes, summon and, encounter the danger.

    Additional Rules:

    Harrow: The Big Sky (Suit: Hammers):

    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.

    STORY BANES

    Danger: Each time you encounter the danger, randomly choose a new Undead story bane.
    Villian: None
    Henchman (Closing): Each time you encounter a Proxy A, randomly choose a new Undead story bane.

    Undead Story Bane Roster

    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.

    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.

    Zombie Minions:

    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.

    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.

    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.

    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.

    Setup

    Add the Onslaughts wildcard Besieged.
    Besieged: After you move, suffer 1 Ranged Combat damage.

    A character may display the supporter Jayna Lemore.

    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.

    Scenario Level (#): 3

    Turn: 8, Arueshalae/Akaitora

    Random Cards:

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

    Spoiler:
    Inquisitor Devil
    CotCT
    Monster 3
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 17
    OR Arcane 10
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Spoiler:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.

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

    Barriers
    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:
    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:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Spoiler:
    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:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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


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

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


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

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

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

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

    Spoiler:
    Magic 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.

    Items
    Spoiler:
    Bloodroot Poison
    CotCT
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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


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

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

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

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

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

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

    Spoiler:
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    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.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 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 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 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
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    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 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    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.
    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
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 15 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Zetha/MatsuKurisu
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 16 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
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 19 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 Zetha/MatsuKurisu
    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 20 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 20 Arueshalae/Akaitora
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 21 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 21 Ostog/MauveAvengr
    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.
    Hourglass Card 22 Raheli/kuey:
    Spoiler:
    Hourglass Card 22 Raheli/kuey
    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.

    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:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2:
    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 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:
    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 5:
    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...?

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

    Castle Card 1:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Castle Card 2:
    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.
    Castle Card 3:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    Castle Card 4:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Castle 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.
    Castle Card 6:
    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.
    Castle 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.

    Location #2: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/MatsuKurisu, None
    Mountain Card 1:
    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.
    Mountain Card 2:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Mountain 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.
    Mountain Card 4:
    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.
    Mountain Card 5:
    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.
    Mountain Card 6:
    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.

    Location #4: Tower
    Urban
    At This Location: At the start of your turn, you may examine the top card of a distant location.
    When Closing: Succeed at a Wisdom or Perception 4+# check.
    When Permanently Closed: You may examine the top card of a distant location.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Raheli/kuey, None
    Tower Card 1:
    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.
    Tower Card 2:
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Tower Card 3:
    The Tall Knife
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Guillotine
    Object
    Promo
    Slashing
    To Acquire:
    Strength 12
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
    Tower Card 4:
    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.
    Tower Card 5:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tower Card 6:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
    Tower Card 7:
    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.
    Tower Card 8:
    Minor Harrowing
    CotCT
    Spell 1
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
    * When this location is closed, banish.

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


    Location #5: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 5 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    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.
    Trail Card 2:
    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.
    Trail Card 3:
    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.
    Trail Card 4:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
    Trail 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.
    Trail Card 6:
    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.
    Trail Card 7:
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Trail Card 8:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 9:
    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.
    Trail Card 10:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Trail Card 11:
    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.
    Trail Card 12:
    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.
    Trail Card 13:
    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.

    Silver Crusade

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

    Starting Arueshalae's turn. The hour is Prayer.

    After the start of her turn, Arueshalae will display her Glamered Leather Armor. During her Move step, she will move to the Mountain. She will recharge the Glamered Leather Armor to reduce the damage to 0.

    Arueshalae will explore Mountain to encounter Mountain Card 1: Will-o'-Wisp. For her check to defeat, she will reveal her Frost Longbow to use her Ranged + 1d8 + 1d4 + Frost trait. She will also recharge her Archer to add 1d6 to her Ranged check.

    CtD Combat, Ranged 13: 1d8 + 4 + 1d8 + 1d4 + 1d6 ⇒ (1) + 4 + (6) + (1) + (3) = 15

    Defeated!

    Arueshalae will discard Priest of Abadar to explore, adding 1d4 to her checks to defeat barriers during this exploration. She encounters Mountain Card 2: Razor Snare. How convenient!

    CtD Disable 6: 1d8 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9

    Defeated!

    Arueshalae will discard her spyglass to examine the next 2 cards of Mountain - Card 3: Proxy A2 and Card 4: Summoning Trap.

    Arueshalae then ends her turn and resets her hand.

    Arueshalae wrote:

    Hand: Frost Longbow, Orison, Compass, Lamashtu's Madness, Heavy Crossbow, Deathbane Light Crossbow,

    Displayed:
    Deck: 6 Discard: 5 Buried: 0
    Current Location: Mountain
    Hero Points: 2
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. You can freely discard my Heavy Crossbow to add 1d8 to a distant check
    Movement: If my location closes, move to the base.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Dexterity checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Candlelight, Luckstone
    Recharged: The Mute Hag, Sands of the Hour, Glamered Leather Armor, Archer,
    Discard Pile: Starknife (Core), Desna's Freedom, Gentleman Explorer, Priest of Abadar, Spyglass,
    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
    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 turn, you may add Arueshalae's Gift to your hand.


    Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
    Out of Turn Updates: N/a
    Turn: Turn 9 - Gozreh's Growth

    Gozreh's Growth:
    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.

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

    SOT: Have to deal with Thunderstorm.

    Thunderstorm:
    Thunderstrom
    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: 1d4 ⇒ 2

    Thunderstorm Movement: 1d4 ⇒ 2 Assuming Thunderstorm can't go to base.

    Thunderstorm moves to Mountain.

    Move: Stay at Castle
    Explore: Droogami

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

    Wisdom 6: 1d6 ⇒ 4

    Not acquired. Discard Blessing of the Samurai to explore again.

    Explore 2: Barghest

    Barghest:
    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.

    Ostog will reveal Greatclub +1 to do Melee+1d10+1.

    Combat 13: 1d10 + 4 + 1d10 + 1 ⇒ (4) + 4 + (6) + 1 = 15

    Evaded?: 1d4 ⇒ 2

    Barghest is defeated/banished.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Shock Glaive +1, Greatclub +1, Plaguebringer's Mask, Blessing of Gorum,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    Current Location: Castle
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Improvised Club, Athlete, Greatsword, Orange War Paint, Longsword, Blessing of the Gods, Smith, Quartermaster
    Recharged: Mace,
    Discard Pile: Blessing of Shax, Blessing of the Samurai 2, Blessing of the Samurai 1,
    Buried Pile: Topaz of Strength,

    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, you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
    When another local character moves during their move step, you may move to an open location.


    deck handler

    Out of Turn Updates:
    Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Dexterity checks until further notice.
    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 10: Orison
    Hour Power: No effect.
    SOT: Forgot to do this last turn.
    Examine #1: Castle ==> #3: Hell Hound
    Move: Stay at #4: Tower
    Explore:

    #1: 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.

    Recharge Apprentice for +1d6.
    Arcane DC9: 1d8 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10 ==> Defeated

    Can explore again.

    #2: The Brass Dwarf:

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

    Reveal Codex (Core) for +1.
    Constitution DC4+3: 1d6 + 1 ⇒ (1) + 1 = 2 ==> Banished!

    Discard Compass to explore again.

    #3: The Tall Knife:

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

    No chance of success ==> Banished!

    Put Cure into Recovery to Heal self for 1d4 + 1 ⇒ (2) + 1 = 3 ==> Crow (Core), Blessing of Abadar, Blessing of the Quartermaster

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

    "

    Raheli wrote:

    Hand: Codex (Core), Boots of Friendly Terrain (Core), Blessing of Kofusachi, Binder's Tome, Haunted Doll, Gem of Physical Prowess,

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Current Location: #4: Tower
    Hero Points: 2
    Tier.XP: 3.0
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Binder's Tome: +1d4 local Combat & Cha (Mental)
    Movement: If location closes, move to #1: Castle
    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): Black Spot, Blessing of Abadar, Embalming Fluid, Blessing of the Quartermaster, Crow (Core), Fox, Apprentice, Corrosion
    Recharged:
    Discard Pile: Pharasma's Knowing, Amulet of Life, Compass, 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
    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 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 recharged (☐ plus the items' highest adventure deck number) to your check.

    "

    Dark Archive

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

    Hour = 3: Zetha/MatsuKurisu: The Desert
    When this is the hour: When you move during your move step, bury a card.

    Start of Turn

    At: #2: Mountain

    Draw M1: Wood Golem (AD3), M2: Inquisitor Devil (AD3) to hand

    #2: Mountain.start of your turn, succeed at a Wisdom or Survival 7(4+3) check
    Banish M2: Inquisitor Devil (AD3) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2,
    Survival 7: 1d10 + 1 + 3 + 2 ⇒ (8) + 1 + 3 + 2 = 14 - Success

    Thunderstorm SOT: 1d4 ⇒ 4
    Thunderstorm Moves: 1d4 ⇒ 1

    Give: No
    Move: No

    Free Explore = 3: Henchman Proxy A2: Undead Bane: 1d6 ⇒ 3
    Yippee, no cold immunity
    Zombie Minions: Combat 9 THEN Combat 14(11+3)

    Spoiler:
    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.

    Athez Melee / Cold 1d10+1+3+3, Reveal Stalking Armor +2,
    Combat 9: 1d10 + 1 + 3 + 3 + 2 ⇒ (3) + 1 + 3 + 3 + 2 = 12 - success

    Athez Melee / Cold 1d10+1+3+3, Reveal Stalking Armor +2, Recovery Black Spot -4DC
    Combat 10(14-4): 1d10 + 1 + 3 + 3 + 2 ⇒ (6) + 1 + 3 + 3 + 2 = 15 - success. Banished

    #2: Mountain.When Closing: Bury top card of your deck. (Blessing of the Spy)
    Scenario effect
    5: Brain Ooze, Monster 2
    4: Summoning Trap, Barrier 3
    6: Magic Spiked Full Plate, Armor 3
    moved to (1,4,5): 1d3 ⇒ 2 - #4: Tower

    Zetha moves to #4: Tower - take 1 damage. Banish M1: Vampire Spawn (AD2) to reduce by 4

    Akaitora/Arueshalae moves to Base & takes 1 combat damage

    Zetha ends her turn.
    Scenario.Bane Encountered = No Summon

    Zetha attempts to recover all cards in her Recovery pile.
    Black Spot: Arcane 6: 1d10 + 1 + 2 ⇒ (6) + 1 + 2 = 9 -> Black Spot recharged.

    Zetha resets her hand.
    Draw up Twisted Space

    Summary
    Location = #2: Mountain
    Acquired =
    Banished =
    Examined =

    Location = #4: Tower
    Added = 5: Brain Ooze, 4: Summoning Trap, 6: Magic Spiked Full Plate

    From Box = M1: Wood Golem (AD3), M2: Inquisitor Devil (AD3)
    Displayed =

    Give =
    Used =

    Other = Thunderstorm Moves to #4: Tower
    Zetha moves to #1: Castle
    Akaitora/Arueshalae moves to Base & takes 1 combat damage

    "

    Zetha wrote:

    Hand: Enchanted Fang, Augury, Stalking Armor, Sorrowsoul, M1: Wood Golem (AD3), Twisted Space,

    Displayed: Ahtez, Jayna Lemore,
    Deck: 7 Discard: 6 Buried: 2
    Hero Points: 2
    NOTES:
    Available Support: Distant: Twisted Space: Evade Monster, available
    Local:
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Troubadour, Blessing of the Gods , ac Eries Yelloweyes, Bound Lantern Archon, Cockroach Coat
    Recharged: Staff of Minor Healing, Good Omen (Core),
    Discard Pile: Blessing of the Ancients, Blessing of the Spy (2), ac Sawtooth Saber, Bound Imp, Blessing of Abadar, ac Zon-kuthon's Pain,
    Buried Pile: Charm Person (Core), Blessing of the Spy,

    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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Silver Crusade

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

    During Zetha's turn, Arueshalae moves to the base after the Mountain closes. She takes 1 Ranged Combat Damage as a result. She discards her Heavy Crossbow.

    Starting Arueshalae's turn. The hour is The Carnival. Hour Power: When this is the hour: All damage is Mental damage that cannot be reduced.

    At the start of Arueshalae's turn, she will retrieve Arueshalae's Gift from Raheli.

    After the start of her turn, Arueshalae will display Arueshalae's Gift on Raheli, marking Wisdom.

    Arueshalae will explore Base. She examines Ketrik, Boors and Pathfinder Bodyguard. Arueshalae will draw Boors, then heal 1: Priest of Abadar. Boors is displayed.

    Arueshalae will then end her turn.

    Arueshalae wrote:

    Hand: Frost Longbow, Orison, Compass, Lamashtu's Madness, Candlelight, Deathbane Light Crossbow,

    Displayed: Boors,
    Deck: 6 Discard: 5 Buried: 0
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. You can freely discard my Heavy Crossbow to add 1d8 to a distant check
    Movement: If my location closes, move to the Tower.
    Other: Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Wisdom checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Priest of Abadar, Glamered Leather Armor, The Mute Hag, Sands of the Hour, Archer
    Recharged:
    Discard Pile: Starknife (Core), Desna's Freedom, Gentleman Explorer, Spyglass, Heavy Crossbow,
    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
    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 turn, you may add Arueshalae's Gift to your hand.


    Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
    Out of Turn Updates: N/a
    Turn: Turn 13 - Benefaction

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

    Hour Power: No effect.

    SOT: N/a
    Move: Stay at Castle
    Explore: Hell Hound

    Hell Hound:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Ostog will suffer 1 Fire damage. Recharge Plaguebringer's Mask to reduce damage. For combat, Ostog will reveal Shock Glaive +1 to do Melee+1d10+1.

    Combat 10: 1d10 + 4 + 1d10 + 1 ⇒ (2) + 4 + (5) + 1 = 12

    Hell Hound is defeated. Discard Blessing of Gorum to explore again.

    Explore 2: Henchman Proxy A1

    Henchman Proxy A1:
    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.

    Random Danger: 1d6 ⇒ 4

    Mummy:
    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.

    Will reveal Shock Glaive +1 to do Melee+1d10+1. Bury Greatclub +1 to add additional 1d12 to check.

    COmbat 14+2+2=18: 1d10 + 4 + 1d10 + 1 + 1d12 ⇒ (9) + 4 + (7) + 1 + (9) = 30

    Mummy is defeated. Bury Shock Glaive +1 to close location. No weapons or armors to heal. Will move to Trail. Suffer 1 Ranged damage, but no cards in hand.

    From the scenario power, add highest monster, barrier, and boon to random other location. No monsters or barriers. Add Drums of Panic to random location.

    Drums of Panic:
    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.

    Random Location: 1d2 ⇒ 2

    Drums of Panic shuffled into Trail.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Greatsword, Orange War Paint, Athlete, Quartermaster,

    Displayed:
    Deck: 6 Discard: 4 Buried: 3
    Current Location: Trail
    Hero Points: 3
    Paizo Reroll: Not Used
    NOTES:
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Improvised Club, Smith, Longsword, Blessing of the Gods
    Recharged: Mace, Plaguebringer's Mask,
    Discard Pile: Blessing of Shax, Blessing of the Samurai 2, Blessing of the Samurai 1, Blessing of Gorum,
    Buried Pile: Topaz of Strength, Shock Glaive +1, Greatclub +1,

    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, you may discard it instead.
    When you suffer Combat (☑ or any) damage, you may recharge a card to reduce the damage by 2 (☑ 3).
    When another local character moves during their move step, you may move to an open location.

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