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

Game Master Mhuirich

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

Reference Sheet

Supporter Rules

Rallied Supporters

Pathfinder Chronicler:

Supporter 0
Traits: Human Bard

Display. While displayed:

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

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

  • Pathfinder Bodyguard:

    Supporter 0
    Traits: Human Fighter

    Display. While displayed:

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

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

  • Boors:

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

    Moise:

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

    Ketrik:

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

    Jayna Lemore:

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


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    Ostog will display Orange War Paint (better late than never!).

    Ostog wrote:

    Hand: Greatsword, Athlete, Quartermaster,

    Displayed: Orange War Paint,
    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, Longsword, Smith, 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.


    Thunderstorm got moved to the Castle as discussed in Discord. Ostog will roll for it and may have to adjust his turn.

    Thunderstorm: 1d4 ⇒ 1

    Electricity Damage: 1d6 ⇒ 2

    Ostog takes 2 points of damage. Will recharge Greatclub +1 to reduce damage by 3. To fight the Mummy, Ostog will reveal and discard Shock Glaive +1 to do Melee+1d10+1d8.

    Combat 14+2+2=18: 1d10 + 4 + 1d10 + 1 + 1d8 ⇒ (8) + 4 + (4) + 1 + (1) = 18

    Ostog kills the Mummy. To close, he will bury top card of deck. Bury Smith. Don't change rest of turn.

    Ostog wrote:

    Hand: Greatsword, Athlete, Quartermaster,

    Displayed: Orange War Paint,
    Deck: 6 Discard: 5 Buried: 2
    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): Blessing of the Gods, Improvised Club, Longsword
    Recharged: Mace, Plaguebringer's Mask, Greatclub +1,
    Discard Pile: Blessing of Shax, Blessing of the Samurai 2, Blessing of the Samurai 1, Blessing of Gorum, Shock Glaive +1,
    Buried Pile: Topaz of Strength, Smith,

    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.


    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: 14, Raheli/kuey

    Random Cards:

    Monsters
    Spoiler:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

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

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

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

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

    Spoiler:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

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

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

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

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

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

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

    Spoiler:
    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:
    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.

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

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


    Spoiler:
    Bloodscent
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 7
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

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


    Armors
    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.

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

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

    Spoiler:
    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:
    Persona Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 9
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

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

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


    Spoiler:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

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

    Spoiler:
    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:
    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.

    Spoiler:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

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

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

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

    Spoiler:
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    Current Hour:

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

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 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 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 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 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
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 5 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 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 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 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 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 9 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 11 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    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 13 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 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 14 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 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 15 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 15 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 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.

    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 ?: 4
    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:
    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 3:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 4:
    Pathfinder 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 #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: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Brain Ooze, Summoning Trap, Magic Spiked Full Plate
    Tower Card 1:
    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 2:
    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 3:
    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.

    Tower Card 4:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tower Card 5:
    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 6:
    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.
    Tower Card 7:
    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.
    Tower Card 8:
    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 #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: 2 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Ostog/MauveAvengr, Assassination Squad, Dire Lion, Lamashtu's Madness, Drums of Panic
    Trail Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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 7:
    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.
    Trail Card 8:
    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 9:
    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 10:
    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 11:
    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.
    Trail Card 12:
    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 13:
    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 14:
    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.


    deck handler

    Out of Turn Updates:
    Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Wisdom checks until further notice.
    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 14: The Foreign Trader
    Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    SOT: Examine #5: Trail ==> #1: Henchman Proxy A5 (Henchman!)

    Move: Stay at #4: Tower
    Explore:

    #1: 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.

    BYA: Combat damage: 1d4 + 1 ⇒ (2) + 1 = 3 ==> Discard Haunted Doll, Boots of Friendly Terrain (Core), Codex (Core)
    Recharge Blessing of Kofusachi for Dex+1d8
    Reveal Binder's Tome for +1d4.
    Remove 1 marker on Flesh Poppet for +1d4.
    Combat DC15: 1d10 + 1 + 1d8 + 1d4 + 1d4 ⇒ (10) + 1 + (4) + (2) + (3) = 20 ==> Defeated.

    End Turn: Reset hand.

    "

    Raheli wrote:

    Hand: Binder's Tome, Gem of Physical Prowess, Fox, Embalming Fluid, Corrosion, Crow (Core),

    Displayed:
    Deck: 5 Discard: 7 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)
    Crow: +1d6 local acquire
    Fox: +1d4 Wis or Int
    Corrosion: +1 die vs barrier
    Movement: If location closes, move to Base
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Blessing of Abadar, Black Spot, Apprentice
    Recharged: Blessing of Kofusachi,
    Discard Pile: Pharasma's Knowing, Amulet of Life, Compass, Cure, Haunted Doll, Boots of Friendly Terrain (Core), Codex (Core),
    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 Marriage
    When this is the hour: At the start of your turn, summon and encounter an ally.

    Start of Turn

    At: #5: Trail

    Draw M1: Attic Whisperer (AD1), M2: Ghast (AD3) to hand

    The Marriage.start of your turn,
    A1: Gang Enforcer, Ally 1: Stealth 7

    Spoiler:
    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.

    Stealth 1d10+1+3, Reveal Stalking Armor +2,
    Stealth 7: 1d10 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10 - Acquired

    Give: ac Gang Enforcer to Raheli
    Move: #5: Trail - take 1 damage. Discard M2: Ghast (AD3)
    Free Explore = 1: Henchman Proxy A5: 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, Distant characters +2DC
    Combat 11(9+2): 1d10 + 1 + 3 + 3 + 2 ⇒ (9) + 1 + 3 + 3 + 2 = 18 - success

    Athez Melee / Cold 1d10+1+3+3, Reveal Stalking Armor +2, Recovery Enchanted Fang +1d4, Distant characters +2DC
    Combat 16(14+2): 1d10 + 1 + 3 + 3 + 2 + 1d4 ⇒ (10) + 1 + 3 + 3 + 2 + (3) = 22 - success. Banished

    Location #5: Trail
    When Closing: Discard card matching your favored card (Spell - Twisted Space).

    Only open location #4: Tower
    Trail Card 7: Dire Lion, Monster 3
    Trail Card 11: Drums of Panic, Item 3
    Trail Card 14: Assassination Squad, Barrier 3

    Zetha moves to #4: Tower - take 1 damage. Discard M1: Attic Whisperer (AD1)

    Ostog moves & takes 1 combat damage

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

    Zetha attempts to recover all cards in her Recovery pile.
    Enchanted Fang: Arcane 7: 1d10 + 1 + 2 ⇒ (5) + 1 + 2 = 8 -> Enchanted Fang recharged .

    Zetha resets her hand.
    Draw up Cockroach Coat, ac Eries Yelloweyes

    Start of Akaitora/Arueshalae turn.
    Display Cockroach Coat

    Summary
    Location = #5: Trail - CLOSED
    Acquired =
    Banished = 1: Henchman Proxy A5
    Examined =

    Location = #4: Tower - SHUFFLED
    Added = Trail Card 7: Dire Lion, Monster 3
    Trail Card 11: Drums of Panic, Item 3
    Trail Card 14: Assassination Squad, Barrier 3

    From Box = M1: Attic Whisperer (AD1), M2: Ghast (AD3), A1: Gang Enforcer
    Displayed =

    Give = ac Gang Enforcer to Raheli
    Used =

    Other = Zetha moves to #4: Tower
    Ostog moves & takes 1 combat damage

    "

    Zetha wrote:

    Hand: Augury, Stalking Armor, Sorrowsoul, M1: Wood Golem (AD3), ac Eries Yelloweyes,

    Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
    Deck: 7 Discard: 9 Buried: 2
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local: Augury available
    Movement: On close, move to #0: Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods , Black Spot, Troubadour, Bound Lantern Archon
    Recharged: Staff of Minor Healing, Good Omen (Core), Enchanted Fang,
    Discard Pile: Blessing of the Ancients, Blessing of the Spy (2), ac Sawtooth Saber, Bound Imp, Blessing of Abadar, ac Zon-kuthon's Pain, M2: Ghast (AD3), Twisted Space, M1: Attic Whisperer (AD1),
    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

    "


    Ostog will move to Tower. Recharge Quartermaster to reduce damage by 3.

    Ostog wrote:

    Hand: Greatsword, Athlete,

    Displayed: Orange War Paint,
    Deck: 7 Discard: 5 Buried: 2
    Current Location: Tower
    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 Gods, Improvised Club, Longsword
    Recharged: Mace, Plaguebringer's Mask, Greatclub +1, Quartermaster,
    Discard Pile: Blessing of Shax, Blessing of the Samurai 2, Blessing of the Samurai 1, Blessing of Gorum, Shock Glaive +1,
    Buried Pile: Topaz of Strength, Smith,

    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.


    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: 16, Arueshalae/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

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

    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

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

    Barriers
    Spoiler:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

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

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

    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

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

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

    Spoiler:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

    Spells
    Spoiler:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    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:
    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.


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

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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 Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

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

    Hour Power: When you acquire a boon, bury it.

    Current Hour:

    The Betrayal:
    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.

    Hours Remaining: 14

    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
    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 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 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 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 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 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 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 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 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 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 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 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 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 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.

    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 ?: 4
    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:
    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 3:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 4:
    Pathfinder 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 #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: 3 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Ostog/MauveAvengr, Brain Ooze, Summoning Trap, Magic Spiked Full Plate,
    Dire Lion,
    Drums of Panic,
    Assassination Squad
    Tower Card 1:
    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.
    Tower Card 2:
    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.
    Tower Card 3:
    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.
    Tower Card 4:
    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.

    Tower Card 5:
    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 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.
    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:
    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 9:
    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.
    Tower Card 10:
    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.

    Silver Crusade

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

    Starting Arueshalae's turn. The hour is The Betrayal. Hour Power: When you acquire a boon, bury it.

    After the start of her turn, Arueshalae is going to banish Candlelight to examine the hourglass' discard pile and put Benefaction on top. The hour power is now no effect.

    Arueshalae will move to Tower. She takes 1 Ranged Combat Damage. She discards Orison as damage.

    Arueshalae will explore to encounter Tower Card 1: Drums of Panic. I will ask Raheli to reveal her Binder's Tome to add 1d4 to my Charisma check.

    CtA Charisma 10: 1d12 + 1d4 ⇒ (4) + (2) = 6

    Nope :/. Arueshalae will take it easy and end her turn. She resets her hand.

    Arueshalae wrote:

    Hand: Frost Longbow, Archer, Compass, Lamashtu's Madness, Luckstone, Deathbane Light Crossbow,

    Displayed: Moise,
    Deck: 4 Discard: 6 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. 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): The Mute Hag, Sands of the Hour, Glamered Leather Armor, Priest of Abadar
    Recharged:
    Discard Pile: Starknife (Core), Desna's Freedom, Gentleman Explorer, Orison, 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 17 - 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: N/a
    Move: Stay at Tower
    Explore: Brain Ooze

    Brain Ooze:
    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.

    Will reveal Greatsword to do Melee+2d6.

    Combat 12: 1d10 + 4 + 2d6 ⇒ (7) + 4 + (1, 6) = 18

    Defeated! Discard Athlete to explore again.

    Explore 2: Dire Lion

    Dire Lion:
    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.

    Will fail the BYA Stealth/Survival roll. Can recharge Greatsword to reduce damage by 3 and empty hand. Ostog will punch the Dire Lion. Will ask Arushalae to discard Lamashtu's Madness to bless check twice and ask Raheli to reveal Binder's Tome to add 1d4 to local Combat check.

    Combat 17: 3d10 + 4 + 1d4 ⇒ (10, 7, 8) + 4 + (2) = 31

    Dire Lion is defeated.

    End Turn: Reset Hand.

    Ostog wrote:

    Hand: Improvised Club, Longsword, Mace, Blessing of the Gods,

    Displayed: Orange War Paint,
    Deck: 4 Discard: 6 Buried: 2
    Current Location: Tower
    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): 0
    Recharged: Plaguebringer's Mask, Greatclub +1, Quartermaster, Greatsword,
    Discard Pile: Blessing of Shax, Blessing of the Samurai 2, Blessing of the Samurai 1, Blessing of Gorum, Shock Glaive +1, Athlete,
    Buried Pile: Topaz of Strength, Smith,

    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, receive Gang Enforcer
    Arueshalae's gift is currently displayed on Raheli , adding 1d4+1 to Wisdom checks until further notice.
    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 18: The First
    Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.
    SOT: Nil
    Move: Stay at #4: Tower
    Explore:

    #4: 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.

    Aru's gift for +1d4+1
    Divine DC8: 1d6 + 2 + 1d4 + 1 ⇒ (3) + 2 + (3) + 1 = 9 ==> Acquired
    Display Minor Harrowing at #4: Tower

    Discard Gang Enforcer to explore again.

    #5: 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.

    Aru's gift for +1d4+1
    Divine DC3: 1d6 + 2 + 1d4 + 1 ⇒ (5) + 2 + (1) + 1 = 9 ==> Acquired

    Discard Crow (Core) to explore again.

    #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.

    Aru's gift for +1d4+1
    Recharge Gem of Physical Prowess to use Dex die (1d10) for Wis
    Put Corrosion into Recovery for +1 die
    Divine DC13: 1d10 + 2 + 1d4 + 1 + 1d10 ⇒ (10) + 2 + (3) + 1 + (3) = 19 ==> Defeated!

    End Turn:
    Recovery, Corrosion: Divine DC9: 1d6 + 2 + 1d4 + 1 ⇒ (6) + 2 + (3) + 1 = 12 ==> Recharged
    Reset hand.

    "

    Raheli wrote:

    Hand: Binder's Tome, Embalming Fluid, Fox, Prayer, Blessing of the Quartermaster, Apprentice,

    Displayed:
    Deck: 5 Discard: 9 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)
    Apprentice: +1d6 Int or Wis
    Movement: If location closes, move to Base
    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
    Recharged: Blessing of Kofusachi, Gem of Physical Prowess, Corrosion,
    Discard Pile: Pharasma's Knowing, Amulet of Life, Compass, Cure, Haunted Doll, Boots of Friendly Terrain (Core), Codex (Core), Gang Enforcer, Crow (Core),
    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.

    "

    Take note that Minor Harrowing is diplayed at #4: Tower. 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.

    Dark Archive

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

    Hour = 3: Zetha/MatsuKurisu: Rovagug's Destruction
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.

    Start of Turn

    At: #5: Trail

    Draw M1: Werewolf (AD1), M2: Manticore (AD3) to hand

    Give: ac Gang Enforcer to Raheli
    Move: #5: Trail - take 1 damage. Discard M2: Ghast (AD3)

    Recovery Augury(Monster)
    7: Henchman Proxy A4,
    8: Deadfall Scorpion
    9: Assassination Squad, TRIGGER -
    When examined, you may move to this location and encounter this barrier.
    Nope, not encountering

    Free Explore = 7: Henchman Proxy A4: Undead Bane: 1d6 ⇒ 2
    Yippee, no cold immunity
    Wight, Core Story Bane 1, Veteran, knowledge 9(6+3)

    Spoiler:
    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.

    BYA 1 cold damage (M1: Werewolf (AD1))
    Banish M2: Manticore (AD3) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4, Recharge ac Eries Yelloweyes +1d6
    knowledge 9: 1d10 + 1 + 3 + 2 + 1d4 + 1d6 ⇒ (6) + 1 + 3 + 2 + (1) + (1) = 14 - success. Banished

    Location #4: Tower
    When Closing: Succeed at a Perception 7(4+3) check.
    Banish M1: Wood Golem (AD3) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4,
    knowledge 9: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (1) + 1 + 3 + 2 + (3) = 10

    WE WIN


    DEVELOPMENT

    With the undead defenders dispatched, you pause to inspect the fallen.

    "Inheritor's mercy!" Lemore’s voice quivers, her expression caught between grief and shock. Suddenly, a piercing shriek emerges from within the fortress.

    When the living call for aid, the dead will have to wait.

    REWARD

    Rally 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.

    ACQUIRED CARDS

    Zon-kuthon's Pain (Blessing 2)
    Pharasma's Knowing (Blessing 1)
    Prayer (Blessing 0)
    Minor Harrowing (Spell 1)
    Sawtooth Saber (Weapon 3)


    Scenario 3B: Fear and Flame

    The piercing shriek from the Fortress of the Quiet Shield is followed by another terrified scream, this one in a lower-pitched voice. The undead, so far, have been silent. Could you be hearing the voices of imperiled survivors?

    The fortress's courtyard is empty except for blood, gore, and broken weapons of varied designs. Some of each clearly belonged to the defenders, some to the attackers. What seems to have once been a lovely garden at the center of the courtyard is filled only with fallen leaves and blighted, decaying plants. Up on the ramparts, a murder of crows surveys the devastation. The fortresses' sturdy timber buildings are only lightly damaged, scarred with gouges from claw and sword alike.

    The maze of buildings is labyrinthine, probably designed to confuse attackers. Right now, you fear that the maze is confusing you. The crows caw loudly, as if to lend their own voices to your worries.

    Pursuing the source of the cries of terror, you step between two buildings. Something brushes against your knee, and you instinctively fiatten yourself against the wall behind you for support. Moments later, a shower of arrows rains down from the roof above your head, impaling the ground where you once stood as well as the rest of the alleyway.

    One of the projectiles grazes Lemore's leg, and another slices through a thin wire strung across the alleyway. Tripwires. Lemore uses a dagger to slice a handkerchief from her pocket, wrapping it as a makeshift bandage around her wound. She curses under her breath, as the pain jolts her out of her thoughts and into the well-rehearsed rituals of her combat training. "Don't worry about me. Keep going. I'm right behind you. And be careful—the invaders may have rigged up more nasty surprises."

    Suddenly, an acrid new smell joins the miasma of stale battle and blood. Smoke. As you look up, you see fiames licking around one of the wooden buildings, and black soot rising up to foul the formerly clear sky.

    The fortress is on fire! With a sinking realization, it strikes that you were already heading toward the burning building. To get to the living voices you hear, you'll have to pass through traps, undead, and fiames. And then you'll have to get everyone back out alive.

    STORY BANES
    Danger: Inferno
    Villain: None
    Henchmen (Closing): Inferno Trap, Wight, Ancient Skeleton, Wraith, Inferno—Proxy A

    SETUP

    Add the Perils wildcard Ablaze.

    Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.

    All characters start at the Ruin.

    A character may display the supporter Jayna Lemore.

    DURING THIS SCENARIO

    You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Cell.


    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: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Cell.

    Additional Rules:

    The Paladin (suit: Hammers):

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

    Setup

    Add the Perils wildcard Ablaze.
    Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.

    Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.

    All characters start at the Ruin.

    A character may display the supporter Jayna Lemore.

    Danger:

    Inferno:

    Story Bane
    Traits:
    Fire
    Obstacle

    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 5+#

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Scenario Level (#): 3

    Turn: 1, Arueshalae/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Spoiler:
    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.

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

    Spoiler:
    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:
    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.

    Spoiler:
    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.

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

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


    Spoiler:
    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:
    Life Drain
    Core
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

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

    Spoiler:
    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.


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

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

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

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

    Spoiler:
    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:
    The Unveiling
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Constitution
    Divine
    Fortitude 7
    OR Craft 5
    Banish or shuffle into another character's deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Spoiler:
    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.

    Spoiler:
    Gem of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

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

    Spoiler:
    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:
    Craftsman
    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    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:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Blessings
    Spoiler:
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Spoiler:
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

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

    Spoiler:
    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.

    Hour Power: At the start of your turn, summon and encounter an ally.

    Current Hour:

    The Marriage:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    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.
    Hourglass Card 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 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 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    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 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Ostog/MauveAvengr
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 14 Raheli/kuey:
    Spoiler:
    Hourglass Card 14 Raheli/kuey
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 15 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Zetha/MatsuKurisu
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 16 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 16 Arueshalae/Akaitora
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 17 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Ostog/MauveAvengr
    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
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 19 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 Zetha/MatsuKurisu
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 20 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 20 Arueshalae/Akaitora
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 21 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 21 Ostog/MauveAvengr
    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.
    Hourglass Card 22 Raheli/kuey:
    Spoiler:
    Hourglass Card 22 Raheli/kuey
    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 23 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 Zetha/MatsuKurisu
    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 24 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 24 Arueshalae/Akaitora
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 25 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 25 Ostog/MauveAvengr
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 26 Raheli/kuey:
    Spoiler:
    Hourglass Card 26 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 27 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 27 Zetha/MatsuKurisu
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 28 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 28 Arueshalae/Akaitora
    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 29 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 29 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    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.
    Cell Card 3:
    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.
    Cell Card 4:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell Card 9:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cell Card 10:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Cell Card 11:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Ruin Card 1:
    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.
    Ruin Card 2:
    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.
    Ruin 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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Ruin Card 6:
    Inferno Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Fire
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 8+#
    OR Craft
    Disable 6+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.
    Ruin Card 7:
    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.
    Ruin Card 8:
    Garden Guardian
    CotCT
    Monster 3
    Traits:
    Outsider
    Plant
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
    Ruin Card 9:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
    Ruin Card 10:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    Ruin Card 11:
    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.


    Location #3: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1:
    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.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Dungeons 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.
    Dungeons 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.
    Dungeons Card 6:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Dungeons Card 7:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Dungeons Card 8:
    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.
    Dungeons Card 9:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.

    Location #4: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Wight
    Core
    Story Bane 1
    Type: Monster
    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.
    Slaughterhouse Card 2:
    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.
    Slaughterhouse Card 3:
    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.
    Slaughterhouse Card 4:
    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.
    Slaughterhouse Card 5:
    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.
    Slaughterhouse Card 6:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Slaughterhouse Card 7:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Slaughterhouse Card 8:
    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.
    Slaughterhouse Card 9:
    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.
    Slaughterhouse Card 10:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Slaughterhouse Card 11:
    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.

    Location #5: 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: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Castle Card 1:
    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.
    Castle Card 2:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Castle Card 3:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Castle Card 4:
    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.
    Castle Card 5:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Castle Card 6:
    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.
    Castle Card 7:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Castle Card 8:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Castle Card 9:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Castle Card 10:
    Ancient Skeleton
    Core
    Story Bane 1
    Type: Monster
    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.
    Castle Card 11:
    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.

    Dark Archive

    "

    Zetha wrote:

    Hand: Detect Thoughts, Stalking Armor, Staff of Minor Healing, Troubadour, Bound Imp, Blessing of the Gods ,

    Displayed: Ahtez, Jayna Lemore,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Lantern Archon, Sorrowsoul, Cockroach Coat, Blessing of the Spy (2), Enchanted Fang, Blessing of the Spy, Blessing of the Ancients, Blessing of Abadar, Charm Person (Core), Good Omen (Core), Twisted Space
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Ostog will start at the Ruin with everyone else.

    Ostog wrote:

    Hand: Greatsword, Longsword, Blessing of Tsukiyo, Blessing of the Gods,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Ruin
    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, Shock Glaive +1, Orange War Paint, Topaz of Strength, Quartermaster, Improvised Club, Mace, Blessing of Gorum, Athlete, Smith, Blessing of the Samurai, Plaguebringer's Mask, Blessing of Shax
    Recharged:
    Discard Pile:
    Buried Pile:

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

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


    deck handler

    Raheli will choose Snapping Turtle as cohort. It will guard against the damage every round. However, that means she would only be able to use her Cure once before it gets banished.

    Start at the Ruin.

    "

    Raheli wrote:

    Hand: Corrosion, Compass, Codex (Core), Gem of Physical Prowess, Fox, Blessing of Kofusachi,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: #2: Ruin
    Hero Points: 2
    Tier.XP: 3.1
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Corrosion: +1 die vs barrier
    Fox: +1d4 Int or Wis
    Movement: If location closes, move to NA
    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): Cure, Apprentice, Boots of Friendly Terrain (Core), Blessing of Abadar, Embalming Fluid, Binder's Tome, Blessing of Milani, Amulet of Life, Black Spot, Haunted Doll, Crow (Core)
    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: Snapping Turtle
    Arcane: Intelligence +2
    Fortitude: Constitution +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Silver Crusade

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

    Heads up! Arueshalae can't ever actually take damage from Ablaze since she reduces Fire Damage dealt to her by 3 and the max. amount of damage Ablaze deals is 2, so I won't be rolling for it.

    Arueshalae wrote:

    Hand: Heavy Crossbow, Deathbane Light Crossbow, Glamered Leather Armor, The Mute Hag, Frost Longbow, Priest of Abadar,

    Displayed:
    Deck: 11 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. 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 Dexterity checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Charm Person, Orison, Starbow, Archer, Compass, Gentleman Explorer, Luckstone, Spyglass, Desna's Freedom, Lamashtu's Madness
    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 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Fire, Electricity and Poison damage dealt to you is reduced by 3 (☐5)
    You may evade your encounter (☐ then if it's your turn, you may move)
    When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4 (☑ +1) to his checks that use a marked skill. At the start of your (☐ or any) turn, you may add Arueshalae's Gift to your hand.
    ☑ Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed (☐ and that character may draw a card).
    ☐ At the start of your turn, you may examine the top card of your location deck. If it is a boon, (☐ you may) put it on the bottom of the location deck.

    Starting Arueshalae's turn. The hour is The Marriage. At the start of my turn, I summon and encounter an Ally. Lucky!.

    Acadamae Scholar:

    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.

    An ally 3! This is worth pouring some resources into. Arue is going to recharge her Priest of Abadar to add 1d6. I will also ask Ostog to discard his Blessing of the Gods to copy the Marriage to bless Arue's check and add Zetha's 1d10 diplomacy skill die.

    CtA Diplomacy 14: 2d12 + 2 + 1d6 + 1d10 ⇒ (11, 7) + 2 + (3) + (10) = 33

    After the start of her turn, Arueshalae will display Arueshalae's Gift on Ostog, marking Strength. He can 1d4+1 to his Strength checks until further notice (as thanks (: ).

    During her 'give a card' step, Arueshalae will give the Acadamae Scholar to Raheli. It seems to me it will be more useful in her hand.

    After her move step, Arueshalae will recharge The Mute Hag to examine Ruins Card 1: Treacherous Tunnels. Eghh. Also at this point, Arueshalae will display her Glamered Leather Armor.

    Arueshalae will then explore to encounter Ruins Card 1: Treacherous Tunnels, but will evade her encounter, shuffling Ruin.

    She will then end her turn and reset her hand. As mentioned before, Arueshalae ignores Ablaze.

    Arueshalae wrote:

    Hand: Heavy Crossbow, Deathbane Light Crossbow, Starbow, Desna's Freedom, Frost Longbow, Sands of the Hour,

    Displayed: Glamered Leather Armor,
    Deck: 10 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. 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 Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Compass, Luckstone, Archer, Spyglass, Gentleman Explorer, Lamashtu's Madness, Charm Person
    Recharged: Priest of Abadar, The Mute Hag,
    Discard Pile:
    Buried Pile:

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

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


    Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
    Out of Turn Updates: Arueshalae used Ostog's Blessing of the Gods. Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
    Turn: Turn 2 - Rovagug's Destruction

    Rovagug's Destruction:
    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.

    Hour Power: On your check, you may banish a random blessing from your discards to bless.

    SOT: N/a
    Move: Stay at Ruins
    Explore: Arueshalae shuffled Ruins. Need to explore randomly.

    Random Explore: 1d11 ⇒ 10

    Symbol of Agony:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

    Will ask Arueshalae to recharge Desna's Freedom to bless the check and Raheli to discard Corrosion to add 1 dice to check.

    Wisdom 9: 3d6 ⇒ (4, 3, 1) = 8

    Will spend Paizo reroll to reroll the 1 on the d6.

    Wisdom 9: 7 + 1d6 ⇒ 7 + (2) = 9

    Defeated! Discard Blessing of Tsukiyo to explore again.

    Explore 2: Random Explore: 1d11 ⇒ 8 Reroll 10

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

    Ostog can use Melee instead on a Before Acting check.

    Melee 7: 1d10 + 4 ⇒ (8) + 4 = 12

    Everyone must make a Constitution or Fortitude 7 check or suffer the scourge Poisoned. Ostog will not be able to help with this check. Will put combat fight in spoiler.

    Combat vs. Garden Guardian:

    Ostog will reveal Greatsword to do Melee+2d6 and bury Longsword to add 1d12 to check.

    Combat 15: 1d10 + 4 + 2d6 + 1d12 ⇒ (5) + 4 + (1, 4) + (11) = 25

    End Turn: Reset Hand.

    May take some Fire Damage.

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

    Recharge Greatsword to reduce Fire Damage by 3.

    Ostog wrote:

    Hand: Improvised Club, Plaguebringer's Mask, Smith, Blessing of Shax,

    Displayed:
    Deck: 10 Discard: 2 Buried: 1
    Current Location: Ruin
    Hero Points: 3
    Paizo Reroll: USED
    NOTES:
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Spoiler:
    Deck, Discard, Buried

    Reloaded:
    Middle of Deck (Unknown Order): Greatclub +1, Blessing of the Samurai, Quartermaster, Shock Glaive +1, Blessing of Gorum, Orange War Paint, Topaz of Strength, Mace, Athlete
    Recharged: Greatsword,
    Discard Pile: Blessing of the Gods, Blessing of Tsukiyo,
    Buried Pile: Longsword,

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

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

    Dark Archive

    Out of turn

    Garden Guardian wrote:


    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Banish Bound Imp to use Stealth

    Stealth 1d10+1+3, reveal Stalking Armor +2
    constitution 7: 1d10 + 1 + 3 + 2 ⇒ (3) + 1 + 3 + 2 = 9 - PASSED

    "

    Zetha wrote:

    Hand: Detect Thoughts, Stalking Armor, Staff of Minor Healing, Troubadour, Blessing of the Gods ,

    Displayed: Ahtez, Jayna Lemore,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Twisted Space, Bound Lantern Archon, Blessing of the Spy, Charm Person (Core), Good Omen (Core), Cockroach Coat, Blessing of the Ancients, Enchanted Fang, Blessing of Abadar, Sorrowsoul, Blessing of the Spy (2)
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Silver Crusade

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

    Arueshalae will just fail the check. Her constitution isn't great even when blessed. She is now poisoned.

    Arueshalae wrote:

    Hand: Heavy Crossbow, Deathbane Light Crossbow, Starbow, Frost Longbow, Sands of the Hour,

    Displayed: Glamered Leather Armor,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Ruin
    Hero Points: 2 // Arueshalae has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: 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 Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Lamashtu's Madness, Spyglass, Luckstone, Compass, Archer, Charm Person
    Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom,
    Discard Pile:
    Buried Pile:

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

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


    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: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Cell.

    Additional Rules:

    The Paladin (suit: Hammers):

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

    Setup

    Add the Perils wildcard Ablaze.
    Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.

    Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.

    All characters start at the Ruin.

    A character may display the supporter Jayna Lemore.

    Danger:

    Inferno:

    Story Bane
    Traits:
    Fire
    Obstacle

    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 5+#

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Scenario Level (#): 3

    Turn: 3, Raheli/kuey

    Random Cards:

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

    Spoiler:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

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

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

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

    Spoiler:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    Humanbane Rapier
    CotCT
    Weapon 2
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 11
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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


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

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


    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:
    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:
    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.

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

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

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

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

    Items
    Spoiler:
    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.

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

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


    Spoiler:
    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.


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

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

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

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

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

    Spoiler:
    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.

    Blessings
    Spoiler:
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

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

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

    Spoiler:
    The 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.

    Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 Zetha/MatsuKurisu
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    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.
    Hourglass Card 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 Raheli/kuey
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 5 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Zetha/MatsuKurisu
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 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 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    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 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 11 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Ostog/MauveAvengr
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 12 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 13 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Zetha/MatsuKurisu
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 Arueshalae/Akaitora
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 15 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 15 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 16 Raheli/kuey:
    Spoiler:
    Hourglass Card 16 Raheli/kuey
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 17 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 Zetha/MatsuKurisu
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 18 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 18 Arueshalae/Akaitora
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 19 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Ostog/MauveAvengr
    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.
    Hourglass Card 20 Raheli/kuey:
    Spoiler:
    Hourglass Card 20 Raheli/kuey
    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 21 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 21 Zetha/MatsuKurisu
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 22 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 22 Arueshalae/Akaitora
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 23 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 23 Ostog/MauveAvengr
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 24 Raheli/kuey:
    Spoiler:
    Hourglass Card 24 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 25 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 25 Zetha/MatsuKurisu
    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 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 26 Arueshalae/Akaitora
    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 27 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 27 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    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.
    Cell Card 3:
    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.
    Cell Card 4:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell Card 9:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cell Card 10:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Cell Card 11:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Ruin Card 1:
    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.
    Ruin Card 2:
    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.
    Ruin Card 3:
    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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    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.

    Ruin Card 6:
    Inferno Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Fire
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 8+#
    OR Craft
    Disable 6+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.
    Ruin Card 7:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Ruin Card 8:
    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.
    Ruin Card 9:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

    Location #3: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1:
    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.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Dungeons 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.
    Dungeons 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.
    Dungeons Card 6:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Dungeons Card 7:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Dungeons Card 8:
    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.
    Dungeons Card 9:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.

    Location #4: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Wight
    Core
    Story Bane 1
    Type: Monster
    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.
    Slaughterhouse Card 2:
    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.
    Slaughterhouse Card 3:
    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.
    Slaughterhouse Card 4:
    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.
    Slaughterhouse Card 5:
    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.
    Slaughterhouse Card 6:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Slaughterhouse Card 7:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Slaughterhouse Card 8:
    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.
    Slaughterhouse Card 9:
    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.
    Slaughterhouse Card 10:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Slaughterhouse Card 11:
    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.

    Location #5: 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: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Castle Card 1:
    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.
    Castle Card 2:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Castle Card 3:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Castle Card 4:
    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.
    Castle Card 5:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Castle Card 6:
    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.
    Castle Card 7:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Castle Card 8:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Castle Card 9:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Castle Card 10:
    Ancient Skeleton
    Core
    Story Bane 1
    Type: Monster
    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.
    Castle Card 11:
    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.


    deck handler

    Out of Turn Updates:
    On Aru's turn, receive Acadamae Scholar
    On Ostog's turn:
    Put Corrosion into Recovery
    Garden Guardian BYA:
    Reveal Acadamae Scholar for +1
    Recharge Gem of Physical Prowess to use Dex die.
    Fortitude DC7: 1d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8 ==> Success

    Reveal Acadamae Scholar for +1
    Recharge Fox for +1d4
    Recovery, Corrosion, Arcane DC9: 1d8 + 2 + 1 + 1d4 ⇒ (4) + 2 + 1 + (2) = 9 ==> Recharged

    Turn Order: Arueshalae, Ostog, Raheli, Zetha,
    Turn: Turn 3: The Foreign Trader
    Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    SOT: Nil
    Move: Stay at #2: Ruin
    Explore:

    #1: 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.

    Recharge Acadamae Scholar to bless (hour power)
    Recharge Compass for +1d4
    Divine DC8: 1d6 + 2 + 1d6 + 1d4 ⇒ (2) + 2 + (1) + (4) = 9 ==> Defeated

    Summoned Ally: Cerulean Mastermind:

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

    I counted that even if I use Zetha's Troubadour, and one of her blessings, chances are only 50%. Will let this Ally 3 slide. :(
    Banished.

    End Turn:
    Fire damage: 1d4 - 2 ⇒ (2) - 2 = 0

    Reset hand.

    "

    Raheli wrote:

    Hand: Codex (Core), Blessing of Kofusachi, Boots of Friendly Terrain (Core), Embalming Fluid, Amulet of Life, Binder's Tome,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: #2: Ruin
    Hero Points: 2
    Tier.XP: 3.1
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Binder's Tome: +1d4 Combat & Cha (Mental)
    Movement: If location closes, move to NA
    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): Cure, Apprentice, Black Spot, Blessing of Abadar, Blessing of Milani, Crow (Core), Haunted Doll
    Recharged: Gem of Physical Prowess, Fox, Corrosion, Acadamae Scholar, Compass,
    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: Snapping Turtle
    Arcane: Intelligence +2
    Fortitude: Constitution +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Dark Archive

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

    Hour = 1: Zetha/MatsuKurisu: The Cyclone
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.

    Start of Turn

    At: #2: Ruin

    Draw M1: Giant Anaconda (AD3), M2: Mimic (AD2) to hand

    Give: No
    Move: #5: Trail - take 1 damage. Discard M2: Ghast (AD3)

    Recharge Staff of Minor Healing, Heal Ostog 1

    Recovery Detect Thoughts(Monster+Ally) - Nope. All shuffled and location shuffled
    2: Treacherous Tunnels, Barrier 2
    3: Allying Dart, Weapon 1
    4: Magic Spiked Breastplate, Armor 1

    Free Explore top card 2-9: 1d8 + 1 ⇒ (4) + 1 = 5 = 5: Frost Ray, Spell 1: Arcane 7

    Spoiler:
    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.

    Arcane 7: 1d10 + 1 + 2 ⇒ (7) + 1 + 2 = 10 - Acquired

    Discard Blessing of the Gods, copy The Cyclone explore power
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    top card 2-4,6-9: 1d7 ⇒ 5
    7: Acid-spraying Skull, Barrier 1: Dexterity 4

    Spoiler:
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    The Cyclone DC+3
    Dexterity 1d10+1, recharge Troubadour +1d6
    Dexterity 7(4+3): 1d10 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10 - Banished

    Zetha ends her turn.
    Scenario.Fire: 1d4 - 2 ⇒ (2) - 2 = 0

    Zetha attempts to recover all cards in her Recovery pile.
    Detect Thoughts: Arcane 10: 1d10 + 1 + 2 ⇒ (5) + 1 + 2 = 8 -> Detect Thoughts discarded .

    Zetha resets her hand.
    Draw up Blessing of Abadar, Bound Lantern Archon

    Summary
    Location = #2: Ruin - SHUFFLED (2-4,6, 8-9)
    Acquired = 5: Frost Ray, 7: Acid-spraying Skull
    Banished =
    Examined = 2: Treacherous Tunnels, 3: Allying Dart, 4: Magic Spiked Breastplate,

    Location =
    Added =

    From Box = M1: Giant Anaconda (AD3), M2: Mimic (AD2)
    Displayed =

    Give =
    Used =

    Other = Heal Ostog 1

    "

    Zetha wrote:

    Hand: ac Frost Ray, Stalking Armor, M1: Giant Anaconda (AD3), M2: Mimic (AD2), Blessing of Abadar, Bound Lantern Archon,

    Displayed: Ahtez, Jayna Lemore,
    Deck: 12 Discard: 2 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessing Available
    Local:
    Other: Will give ac Frost Ray to Raheli next turn

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Blessing of the Ancients, Charm Person (Core), Enchanted Fang, Blessing of the Spy (2), Sorrowsoul, Good Omen (Core), Blessing of the Spy, Cockroach Coat, Twisted Space
    Recharged: Staff of Minor Healing, Troubadour,
    Discard Pile: Blessing of the Gods , Detect Thoughts,
    Buried Pile:

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

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

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha heals Ostog for 1. Will heal Blessing of Tsukiyo. Thanks Zetha!

    Ostog wrote:

    Hand: Improvised Club, Plaguebringer's Mask, Smith, Blessing of Shax,

    Displayed:
    Deck: 11 Discard: 1 Buried: 1
    Current Location: Ruin
    Hero Points: 3
    Paizo Reroll: 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, Topaz of Strength, Greatsword, Blessing of Gorum, Athlete, Blessing of Tsukiyo, Shock Glaive +1, Quartermaster, Blessing of the Samurai, Mace, Greatclub +1
    Recharged:
    Discard Pile: Blessing of the Gods,
    Buried Pile: Longsword,

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

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


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

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

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

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

    During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Cell.

    Additional Rules:

    The Paladin (suit: Hammers):

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

    Setup

    Add the Perils wildcard Ablaze.
    Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.

    Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.

    All characters start at the Ruin.

    A character may display the supporter Jayna Lemore.

    Danger:

    Inferno:

    Story Bane
    Traits:
    Fire
    Obstacle

    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 5+#

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Scenario Level (#): 3

    Turn: 5, Arueshalae/Akaitora

    Random Cards:

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

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

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

    Spoiler:
    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:
    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.

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

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

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

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

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

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

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

    Spoiler:
    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.

    Spells
    Spoiler:
    Bloodscent
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 7
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

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

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

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


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

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

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

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

    Spoiler:
    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:
    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.

    Items
    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.

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    Craftsman
    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    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:
    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:
    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:
    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 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 Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.

    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.

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    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.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/kuey
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 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
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    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 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 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 14 Raheli/kuey:
    Spoiler:
    Hourglass Card 14 Raheli/kuey
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 15 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Zetha/MatsuKurisu
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 16 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 16 Arueshalae/Akaitora
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 17 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Ostog/MauveAvengr
    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.
    Hourglass Card 18 Raheli/kuey:
    Spoiler:
    Hourglass Card 18 Raheli/kuey
    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 19 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 Zetha/MatsuKurisu
    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 20 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 20 Arueshalae/Akaitora
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 21 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 21 Ostog/MauveAvengr
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 22 Raheli/kuey:
    Spoiler:
    Hourglass Card 22 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 23 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 Zetha/MatsuKurisu
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 24 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 24 Arueshalae/Akaitora
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 25 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 25 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    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.
    Cell Card 3:
    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.
    Cell Card 4:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell Card 9:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cell Card 10:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Cell Card 11:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, Treacherous Tunnels, Allying Dart, Magic Spiked Breastplate
    Ruin Card 1:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
    Ruin Card 2:
    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.
    Ruin 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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    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.
    Ruin Card 6:
    Inferno Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Fire
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 8+#
    OR Craft
    Disable 6+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.

    Location #3: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1:
    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.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Dungeons 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.
    Dungeons 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.
    Dungeons Card 6:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Dungeons Card 7:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Dungeons Card 8:
    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.
    Dungeons Card 9:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.

    Location #4: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Wight
    Core
    Story Bane 1
    Type: Monster
    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.
    Slaughterhouse Card 2:
    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.
    Slaughterhouse Card 3:
    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.
    Slaughterhouse Card 4:
    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.
    Slaughterhouse Card 5:
    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.
    Slaughterhouse Card 6:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Slaughterhouse Card 7:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Slaughterhouse Card 8:
    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.
    Slaughterhouse Card 9:
    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.
    Slaughterhouse Card 10:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Slaughterhouse Card 11:
    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.

    Location #5: 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: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Castle Card 1:
    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.
    Castle Card 2:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Castle Card 3:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Castle Card 4:
    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.
    Castle Card 5:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Castle Card 6:
    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.
    Castle Card 7:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Castle Card 8:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Castle Card 9:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Castle Card 10:
    Ancient Skeleton
    Core
    Story Bane 1
    Type: Monster
    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.
    Castle Card 11:
    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.

    Silver Crusade

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

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

    Arueshalae will explore to encounter Ruin Card 1: Wand of Ennervation, an Item 3! Unfortunately though, we don't seem to be properly equipped to acquire it at the moment. Banished.

    Arueshalae must end her turn. Before resetting her hand, she will discard her Heavy Crossbow. and Frost Longbow. After she resets her hand, she recharges a random card due to Poison...

    Random Card from Hand: 1d6 ⇒ 4

    Compass is recharged.

    Arueshalae wrote:

    Hand: Lamashtu's Madness, Spyglass, Starbow, Deathbane Light Crossbow, Sands of the Hour,

    Displayed: Glamered Leather Armor,
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Ruin
    Hero Points: 2 // Arueshalae has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: 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 Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Luckstone, Charm Person, Archer, Gentleman Explorer
    Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass,
    Discard Pile: Heavy Crossbow, Frost Longbow,
    Buried Pile:

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

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


    Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
    Out of Turn Updates: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
    Turn: Turn 6 - The Cricket

    The Cricket:
    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.

    Hour Power: When a character moves on their turn, each other local character may move with them.

    SOT: N/a
    Move: Stay at Ruins
    Explore: Magic Spiked Breastplate

    Magic Spiked Breastplate:
    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.

    Fortitude 8: 1d10 + 2 ⇒ (3) + 2 = 5

    Not acquired. Discard Smith to explore again.

    Explore 2: 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.

    Everyone must suffer 1 Fire damage. Ostog will recharge Plaguebringer's Mask to reduce Fire damage by 3. For combat, Ostog will bury Improvised Club to do Melee+2d6. Arueshalae's Gift adds 1d4+1.

    Combat 10: 1d10 + 4 + 2d6 + 1d4 + 1 ⇒ (5) + 4 + (1, 1) + (2) + 1 = 14

    Defeated. Discard Blessing of Shax to explore again.

    Explore 3: Allying Dart

    Allying Dart:
    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.

    Dexterity 7: 1d6 ⇒ 1

    End Turn: Reset Hand.

    May take some Fire Damage.

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

    Ostog's hand is empty so takes no damage.

    Recovery:

    Improvised Club: Strength 8: 1d10 + 2 + 1d4 + 1 ⇒ (1) + 2 + (4) + 1 = 8

    Improvised Club is recharged.

    Ostog wrote:

    Hand: Greatclub +1, Topaz of Strength, Athlete, Blessing of the Samurai,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    Current Location: Ruin
    Hero Points: 3
    Paizo Reroll: 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): Greatsword, Quartermaster, Shock Glaive +1, Mace, Blessing of Gorum, Orange War Paint, Blessing of Tsukiyo
    Recharged: Plaguebringer's Mask, Improvised Club,
    Discard Pile: Blessing of the Gods, Smith, Blessing of Shax,
    Buried Pile: Longsword,

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

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

    Dark Archive

    Discard ac Frost Ray to fire damage

    "

    Zetha wrote:

    Hand: Stalking Armor, Bound Lantern Archon, Blessing of Abadar, M1: Giant Anaconda (AD3), M2: Mimic (AD2),

    Displayed: Ahtez, Jayna Lemore,
    Deck: 12 Discard: 3 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessing Available
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cockroach Coat, Augury, Good Omen (Core), Twisted Space, Charm Person (Core), Enchanted Fang, Blessing of the Ancients, Blessing of the Spy (2), Blessing of the Spy, Sorrowsoul
    Recharged: Staff of Minor Healing, Troubadour,
    Discard Pile: Blessing of the Gods , Detect Thoughts, ac Frost Ray,
    Buried Pile:

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

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

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    deck handler

    Out of Turn Updates:
    On Ostog's turn, 1 Fire damage => Place marker on Snapping Turtle to reduce to 0
    Turn Order: Arueshalae, Ostog, Raheli, Zetha,
    Turn: Turn 7: Incitation
    Hour Power: No effect.
    SOT: Nil
    Move: Stay at #2: Ruin
    Explore:

    #5: 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.

    Recharge Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid to add 3d4
    Wisdom DC9: 1d6 + 3d4 ⇒ (3) + (3, 2, 1) = 9 ==> Defeated!

    Discard Blessing of Kofusachi to explore again.

    #6: Inferno Trap:

    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Fire
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 8+#
    OR Craft
    Disable 6+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.

    BYA: Everyone takes 1 Fire damage Again!
    Put Amulet of Life into Recovery to reduce to 0.
    Recharge Binder's Tome for +1d4
    Disable DC6+3: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9 ==> Defeated!

    Closing: Summon danger

    Inferno:

    Story Bane
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    BYA: Everyone take 1 Fire damage Again!
    Raheli has no more cards in hand to discard.
    Dexterity DC5+3: 1d10 + 2 ⇒ (5) + 2 = 7 Use folio reroll
    Dexterity DC5+3: 1d10 + 2 ⇒ (1) + 2 = 3 Use 1 Hero Point to reroll (from 2 to 1)
    Dexterity DC5+3: 1d10 + 2 ⇒ (8) + 2 = 10 ==> Defeated!

    #2: Ruin CLOSED! Everyone move to #3: Dungeons

    End Turn:
    Fire damage: 1d4 - 2 ⇒ (1) - 2 = -1 No cards left in hand anyway.

    Recovery, Amulet of Life, Arcane DC7: 1d8 + 2 ⇒ (6) + 2 = 8 ==> Recharged

    Reset hand.

    "

    Raheli wrote:

    Hand: Black Spot, Cure, Haunted Doll, Apprentice, Crow (Core), Blessing of Abadar,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: #3: Dungeons
    Hero Points: 1
    Tier.XP: 3.1
    Reroll Avail: No
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: reduce monster DC by 4
    Crow: +1d6 local acquire
    Movement: If location closes, move to NA
    Other: [X] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Milani
    Recharged: Gem of Physical Prowess, Fox, Corrosion, Acadamae Scholar, Compass, Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid, Binder's Tome, Amulet of Life,
    Discard Pile: Blessing of Kofusachi,
    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: Snapping Turtle
    Arcane: Intelligence +2
    Fortitude: Constitution +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "


    Ostog will recharge Topaz of Strength and Athlete to reduce Fire damage to him by 3 each - one from Inferno Trap and one from Inferno.

    Ostog wrote:

    Hand: Greatclub +1, Blessing of the Samurai,

    Displayed:
    Deck: 11 Discard: 3 Buried: 1
    Current Location: Ruin
    Hero Points: 3
    Paizo Reroll: 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): Mace, Blessing of Tsukiyo, Quartermaster, Orange War Paint, Greatsword, Shock Glaive +1, Blessing of Gorum
    Recharged: Plaguebringer's Mask, Improvised Club, Topaz of Strength, Athlete,
    Discard Pile: Blessing of the Gods, Smith, Blessing of Shax,
    Buried Pile: Longsword,

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

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

    Dark Archive

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

    On Raheli's turn
    #6: Inferno Trap: takes 1 Fire damage: M1: Giant Anaconda (AD3)
    Inferno: take 1 Fire damage: M2: Mimic (AD2)

    Hour = 3: Zetha/MatsuKurisu: Incitation
    When this is the hour: No effect.

    Start of Turn

    At: #3: Dungeons

    Draw M1: Azer (AD1), M2: Dire Badger (AD1) to hand

    Give: No
    Move: No

    Recovery Bound Lantern Archon, rearrange top 3 of deck and draw 1
    Cockroach Coat - Draw
    Sorrowsoul
    Blessing of the Spy (2)

    Display Cockroach Coat

    Free Explore = 1: Wayfinder, Item 3: Wisdom 10

    Spoiler:
    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.

    Banish M2: Dire Badger (AD1) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4
    Wisdom 10: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (4) + 1 + 3 + 2 + (2) = 12 - Acquired

    Discard ac Wayfarer, examine, may shuffle, may explore = no shuffle, exploring
    2: Summoning Trap, Barrier 3: Arcane 13

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

    Arcane 1d10+1+2, Discard Blessing of Abadar +2d10
    Arcane 13: 1d10 + 1 + 2 + 2d10 ⇒ (10) + 1 + 2 + (2, 7) = 22 - Banished

    Zetha ends her turn.
    Scenario.Fire: 1d4 - 2 ⇒ (1) - 2 = -1

    Zetha attempts to recover all cards in her Recovery pile.
    Bound Lantern Archon: Arcane 10: 1d10 + 1 + 2 ⇒ (6) + 1 + 2 = 9 -> Bound Lantern Archon burried .

    Zetha resets her hand.
    Draw up Sorrowsoul
    Blessing of the Spy (2)
    Blessing of the Spy
    Enchanted Fang

    Summary
    Location = #3: Dungeons
    Acquired = 1: Wayfinder
    Banished = 2: Summoning Trap
    Examined =

    Location =
    Added =

    From Box =
    Displayed =

    Give =
    Used =

    Other =

    "

    Zetha wrote:

    Hand: Stalking Armor, M1: Azer (AD1), Sorrowsoul, Blessing of the Spy (2), Blessing of the Spy, Enchanted Fang,

    Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
    Deck: 7 Discard: 8 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Charm Person (Core), Good Omen (Core), Blessing of the Ancients, Twisted Space
    Recharged: Staff of Minor Healing, Troubadour,
    Discard Pile: Blessing of the Gods , Detect Thoughts, ac Frost Ray, M1: Giant Anaconda (AD3), M2: Mimic (AD2), Cockroach Coat, ac Wayfinder, Blessing of Abadar,
    Buried Pile: Bound Lantern Archon,

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

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

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Silver Crusade

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

    Arueshalae reduces fire damage dealt to her by 3 innately, so she ignores all of the Fire Damage from last round.

    Starting Arueshalae's turn. The hour is the Midwife. At the start of my turn, I summon and encounter a monster but Arueshalae evades it, whatever it was going to be.

    [ooc]Before her exploration Phase, Arueshalae will discard her Spyglass to examine the top 2 cards of Dungeons and possibly re-arrange them. She examines Dungeons Card 3:Boogeyman and Card 4: Proxy A (Inferno). Raheli will re-arrange them so that Proxy A is on top.

    Inferno:

    Story Bane
    Traits:
    Fire
    Obstacle

    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 5+#

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    [ooc]Instead of her first exploration, Arueshalae will discard Lamashtu's Madness to heal Zetha a bit.

    Heal Zetha: 1d4 + 1 ⇒ (1) + 1 = 2

    I{ll be done for now. I won't be able to defeat both of those barriers without some serious help, so better to let my better-abled companions deal with it.

    Arueshalae wrote:

    Hand: Charm Person, Gentleman Explorer, Starbow, Luckstone, Deathbane Light Crossbow, Sands of the Hour,

    Displayed: Glamered Leather Armor,
    Deck: 6 Discard: 4 Buried: 0
    Current Location: Ruin
    Hero Points: 2 // Arueshalae has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Archer
    Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass,
    Discard Pile: Heavy Crossbow, Frost Longbow, Spyglass, Lamashtu's Madness,
    Buried Pile:

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

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


    Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
    Out of Turn Updates: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
    Turn: Turn 10 - Incitation

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

    Hour Power: No effect

    SOT: N/a
    Move: Stay at Ruins
    Explore: Arueshalae reloaded Inferno to location.

    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.

    Inferno:
    Inferno
    Story Bane
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 5+#

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Will recharge Greatclub +1 to reduce Fire damage by 3. Will discard Blessing of Samurai to bless check.

    Fortitude 5+3=8: 2d10 + 2 ⇒ (5, 6) + 2 = 13

    Defeated. Will attempt to close. Summon and encounter the Danger (Inferno). No cards in hand (so take no fire damage). Will ask Raheli to discard Blessing of Abadar to bless check twice.

    Fortitude 5+3=8: 3d10 + 2 ⇒ (1, 9, 10) + 2 = 22

    Defeated! Everyone may draw a card. Ostog will chose not to.

    End Turn: Reset Hand.

    May take some Fire Damage. Hand is empty so take no damage.

    Ostog wrote:

    Hand: Mace, Greatsword, Orange War Paint, Quartermaster,

    Displayed:
    Deck: 8 Discard: 4 Buried: 1
    Current Location: Slaughterhouse
    Hero Points: 3
    Paizo Reroll: 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 Tsukiyo, Shock Glaive +1, Blessing of Gorum
    Recharged: Plaguebringer's Mask, Improvised Club, Topaz of Strength, Athlete, Greatclub +1,
    Discard Pile: Blessing of the Gods, Smith, Blessing of Shax, Blessing of the Samurai,
    Buried Pile: Longsword,

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

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


    Ostog will display Orange War Paint.

    Ostog wrote:

    Hand: Mace, Greatsword, Quartermaster,

    Displayed: Orange War Paint,
    Deck: 8 Discard: 4 Buried: 1
    Current Location: Slaughterhouse
    Hero Points: 3
    Paizo Reroll: 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 Gorum, Shock Glaive +1, Blessing of Tsukiyo
    Recharged: Plaguebringer's Mask, Improvised Club, Topaz of Strength, Athlete, Greatclub +1,
    Discard Pile: Blessing of the Gods, Smith, Blessing of Shax, Blessing of the Samurai,
    Buried Pile: Longsword,

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

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

    Dark Archive

    Had an error, Cockroach Coat was in the discard pile by mistake as well as displayed. Actual discard pile was 7

    Heal 2 from Arueshalae's
    healed card 1: 1d7 ⇒ 3 - ac Frost Ray
    healed card 2: 1d6 ⇒ 1 - Blessing of the Gods

    discard pile:

    Blessing of the Gods
    Detect Thoughts
    ac Frost Ray
    M1: Giant Anaconda (AD3)
    M2: Mimic (AD2)
    ac Wayfinder
    Blessing of Abadar

    On Ostog's turn
    #6: Inferno Trap: takes 1 Fire damage: Sorrowsoul
    Inferno: take 1 Fire damage: Enchanted Fang

    Location close Draw (Augury)

    "

    Zetha wrote:

    Hand: Augury, Stalking Armor, Blessing of the Spy (2), Blessing of the Spy, M1: Azer (AD1),

    Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
    Deck: 8 Discard: 7 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Charm Person (Core), Troubadour, Good Omen (Core), Blessing of the Ancients, Blessing of the Gods , Staff of Minor Healing, ac Frost Ray, Twisted Space
    Recharged:
    Discard Pile: Detect Thoughts, M1: Giant Anaconda (AD3), M2: Mimic (AD2), ac Wayfinder, Blessing of Abadar, Sorrowsoul, Enchanted Fang,
    Buried Pile: Bound Lantern Archon,

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

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

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


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

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

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

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

    During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Cell.

    Additional Rules:

    The Paladin (suit: Hammers):

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

    Setup

    Add the Perils wildcard Ablaze.
    Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.

    Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.

    All characters start at the Ruin.

    A character may display the supporter Jayna Lemore.

    Villain: None
    Henchman (Closing) Inferno Trap, Wight, Ancient Skeleton, Wraith, Inferno—Proxy A

    Danger:

    Inferno:

    Story Bane
    Traits:
    Fire
    Obstacle

    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 5+#

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Scenario Level (#): 3

    Turn: 11, Raheli/kuey

    Random Cards:

    Monsters
    Spoiler:
    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.

    Spoiler:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

    Weapons
    Spoiler:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

    Spoiler:
    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:
    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.

    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:
    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:
    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.

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

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


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

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

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

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

    Spoiler:
    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.

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

    Blessings
    Spoiler:
    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:
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    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:
    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 Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

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

    Current Hour:

    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 Zetha/MatsuKurisu
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 Raheli/kuey
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 5 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Zetha/MatsuKurisu
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 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 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 9 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Zetha/MatsuKurisu
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 11 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Ostog/MauveAvengr
    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.
    Hourglass Card 12 Raheli/kuey:
    Spoiler:
    Hourglass Card 12 Raheli/kuey
    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 13 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Zetha/MatsuKurisu
    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 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 Arueshalae/Akaitora
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 15 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Ostog/MauveAvengr
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 16 Raheli/kuey:
    Spoiler:
    Hourglass Card 16 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 17 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 Zetha/MatsuKurisu
    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 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 18 Arueshalae/Akaitora
    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 19 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    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.
    Cell Card 3:
    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.
    Cell Card 4:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell Card 9:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cell Card 10:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Cell Card 11:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Location #4: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Slaughterhouse Card 1:
    Wight
    Core
    Story Bane 1
    Type: Monster
    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.
    Slaughterhouse Card 2:
    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.
    Slaughterhouse Card 3:
    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.
    Slaughterhouse Card 4:
    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.
    Slaughterhouse Card 5:
    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.
    Slaughterhouse Card 6:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Slaughterhouse Card 7:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Slaughterhouse Card 8:
    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.
    Slaughterhouse Card 9:
    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.
    Slaughterhouse Card 10:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Slaughterhouse Card 11:
    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.

    Location #5: 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: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Castle Card 1:
    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.
    Castle Card 2:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Castle Card 3:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Castle Card 4:
    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.
    Castle Card 5:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Castle Card 6:
    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.
    Castle Card 7:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Castle Card 8:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Castle Card 9:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Castle Card 10:
    Ancient Skeleton
    Core
    Story Bane 1
    Type: Monster
    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.
    Castle Card 11:
    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.


    deck handler

    Out of Turn Updates:
    On Ostog's turn:
    1 Fire damage from Inferno ==> Recharge Cure and place marker on Snapping Turtle to reduce to 0
    1 Fire damage from Inferno ==> Discard Crow (Core)
    Discard Blessing of Abadar to bless twice.

    Turn Order: Arueshalae, Ostog, Raheli, Zetha,
    Turn: Turn 11: Gozreh's Growth
    Hour Power: On your check against an Animal or Elemental card, add 1d4.
    SOT: Nil
    Move: Stay at #4: Slaughterhouse
    Explore:

    #1: Wight:

    Core
    Story Bane 1
    Type: Monster
    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.

    BYA: 1 Cold damage ==> Discard Apprentice
    Put Black Spot into Recovery to reduce DC by 4
    Recharge Haunted Doll for +1d4
    Knowledge DC6+3-4: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 ==> Defeated

    End Turn:
    Ablaze ==> No cards left to take damage
    Recovery, Black Spot, Arcane DC6: 1d8 + 2 ⇒ (8) + 2 = 10 ==> Recharged
    Reset hand.

    "

    Raheli wrote:

    Hand: Blessing of Milani, Gem of Physical Prowess, Fox, Corrosion, Acadamae Scholar, Compass,

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Current Location: #4: Slaughterhouse
    Hero Points: 1
    Tier.XP: 3.1
    Reroll Avail: No
    NOTES:
    Available Support: Blessing: Use as needed
    Fox: +1d4 Int or Wis
    Corrosion: +1 die vs barrier
    Movement: If location closes, move to NA
    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: Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid, Binder's Tome, Amulet of Life, Cure, Haunted Doll, Black Spot,
    Discard Pile: Blessing of Kofusachi, Crow (Core), Blessing of Abadar, Apprentice,
    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: Snapping Turtle
    Arcane: Intelligence +2
    Fortitude: Constitution +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Dark Archive

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

    Hour = 3: Zetha/MatsuKurisu: The Rabbit Prince
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

    Start of Turn

    At: #4: Slaughterhouse

    Draw M1: Dire Boar (AD1), M2: Evoker (AD1) to hand

    Give: No
    Move: No

    Recovery Augury (Ally)

    4: Fortune-teller, Ally 2 - On top
    3: Pit Gladiator, Ally 2
    2: Seeking Longbow, Weapon 3 - SHUFFLED

    Free Explore = 4: Fortune-teller, Ally 2, Diplomacy 11

    Spoiler:
    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.

    Banish M2: Evoker (AD1) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4
    Diplomacy 11: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (9) + 1 + 3 + 2 + (4) = 19 - Acquired

    Discard Blessing of the Spy (2), explore +1d = 3: Pit Gladiator, Ally 2:
    Strength 10 THEN Diplomacy 9

    Spoiler:
    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.

    Banish M1: Dire Boar (AD1) to use Stealth
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4, Blessing of the Spy +1d10
    Strength 10: 1d10 + 1 + 3 + 2 + 1d4 ⇒ (10) + 1 + 3 + 2 + (1) = 17 - Passed

    Diplomacy 1d10+1+1,, Blessing of the Spy +1d10
    Diplomacy 9: 1d10 + 1 + 1 + 1d10 ⇒ (6) + 1 + 1 + (9) = 17 - Acquired

    Zetha ends her turn.
    Scenario.Fire: 1d4 - 2 ⇒ (3) - 2 = 1Discard ac Fortune-teller

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

    Zetha resets her hand.
    Draw up Blessing of the Gods , ac Frost Ray

    Summary
    Location = #4: Slaughterhouse Random(2, 5-11)
    Acquired = 4: Fortune-teller, 3: Pit Gladiator
    Banished =
    Examined = 2: Seeking Longbow

    Location =
    Added =

    From Box =
    Displayed =

    Give =
    Used =

    Other =
    "

    Zetha wrote:

    Hand: Stalking Armor, ac Pit Gladiator, Blessing of the Spy, M1: Azer (AD1), Blessing of the Gods , ac Frost Ray,

    Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
    Deck: 7 Discard: 9 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessing available
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients, Staff of Minor Healing, Troubadour, Twisted Space, Good Omen (Core), Charm Person (Core)
    Recharged: Augury,
    Discard Pile: Detect Thoughts, M1: Giant Anaconda (AD3), M2: Mimic (AD2), ac Wayfinder, Blessing of Abadar, Sorrowsoul, Enchanted Fang, Blessing of the Spy (2), ac Fortune-teller,
    Buried Pile: Bound Lantern Archon,

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

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

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    Silver Crusade

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

    Starting Arueshalae's turn. The hour is Incitation. No effect.

    Between steps, Arueshalae will banish Charm Person to draw a random ally that lists diplomacy in its check to acquire: Sargeant at Arms (Random Ally #3).

    Arueshalae will explore. Since the location was shuffled, she will encounter a random card.

    Random card to encounter, ignoring results of 3 or 4: 1d10 + 1 ⇒ (8) + 1 = 9

    Arueshalae encounters Salugtherhouse Card 9: Lucky Star Knife. She will try to acquire it.

    CtA Ranged 11: 1d8 + 4 ⇒ (8) + 4 = 12

    Acquired!

    Arueshalae discards Sargeant-At-Arms to explore. She encounters another random card.

    Random card to encounter, ignoring results of 3,4 or 9: 1d10 + 1 ⇒ (4) + 1 = 5

    Arueshalae encounters Slaughterhouse Card 5: Crocodile. Arueshalae will be getting +1d4 on all checks against this bane due to Sargeant-At-Arms.

    Crocodile:

    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.

    BA Dexterity 6: 1d8 + 1d4 + 2 ⇒ (5) + (4) + 2 = 11

    Arueshalae will not evade it. For her check to defeat, she will reveal and then recharge the Lucky Starknife to use her Ranged +1d4+1+1d4.

    CtD Combat, Ranged 11: 1d8 + 4 + 1d4 + 1 + 1d4 + 1d4 ⇒ (8) + 4 + (3) + 1 + (2) + (1) = 19

    Defeated! Slaughterhouse forces Arueshalae to discard a card: Luckstone.

    Arueshalae will end her turn and reset her hand.

    Arueshalae wrote:

    Hand: Starbow, Deathbane Light Crossbow, Archer, Gentleman Explorer, Sands of the Hour, Orison,

    Displayed: Glamered Leather Armor,
    Deck: 5 Discard: 6 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2 // Arueshalae has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass, Lucky Starknife,
    Discard Pile: Heavy Crossbow, Frost Longbow, Spyglass, Lamashtu's Madness, Sargeant-at-Arms, Luckstone,
    Buried Pile:

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

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

    After resetting her hand, Arueshalae recharges a hand due to Poisoned...

    Random card from hand: 1d6 ⇒ 1

    starbow is recharged.

    Arueshalae wrote:

    Hand: Deathbane Light Crossbow, Archer, Gentleman Explorer, Sands of the Hour, Orison,

    Displayed: Glamered Leather Armor,
    Deck: 6 Discard: 6 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2 // Arueshalae has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: Feel free to use any of my blessings, but prioritize recharging them if you can. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass, Lucky Starknife, Starbow,
    Discard Pile: Heavy Crossbow, Frost Longbow, Spyglass, Lamashtu's Madness, Sargeant-at-Arms, Luckstone,
    Buried Pile:

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

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


    Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
    Out of Turn Updates: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.
    Turn: Turn 14 - The Survivor

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

    Hour Power: At the start of your turn, you may recharge any number of cards, then reset.

    SOT: Due to hour power, Ostog will recharge Mace. Will reset, drawing Blessing of Gorum and Shock Glaive +1.
    Move: Stay at Slaughterhouse
    Explore: Cards left: 2, 6-8, 10-11. Will just roll 1d7

    Random Explore: 1d7 ⇒ 7 Last card - Slaughterhouse Card #11

    Deadfall Scorpion:
    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.

    Ostog will reveal Shock Glaive +1 to do Melee+1d10+1. Arueshalae's gift adds additional 1d4+1.

    Combat 13: 1d10 + 4 + 1d10 + 1 + 1d4 + 1 ⇒ (8) + 4 + (10) + 1 + (2) + 1 = 26

    Defeated. Recharge Greatsword to reduce AYA Poison damage by 3. Discard Quartermaster due to Slaughterhouse power. Discard Blessing of Gorum to explore again.

    Explore 2: Will roll 1d6 since it's easier that way.

    Random Explore: 1d6 ⇒ 2 Second card - Slaughterhouse Card #6

    Accursed Priest:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Ostog will reveal Shock Glaive +1 to do Melee+1d10+1. Discard to add additional 1d8 and Electricity trait. Arueshalae's gift adds additional 1d4+1.

    Combat 11+3+3=17: 1d10 + 4 + 1d10 + 1 + 1d8 + 1d4 + 1 ⇒ (3) + 4 + (9) + 1 + (3) + (1) + 1 = 22

    Defeated. No cards in hand so do not discard anything due to Slaughterhouse power. A local character has to bury a blessing. Does Arueshalae want to bury Orison?

    End Turn: Reset Hand.

    May take some Fire damage.

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

    No cards in hand.

    Ostog wrote:

    Hand: Improvised Club, Plaguebringer's Mask, Topaz of Strength, Blessing of Tsukiyo,

    Displayed: Orange War Paint,
    Deck: 4 Discard: 7 Buried: 1
    Current Location: Slaughterhouse
    Hero Points: 3
    Paizo Reroll: 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): 0
    Recharged: Athlete, Greatclub +1, Mace, Greatsword,
    Discard Pile: Blessing of the Gods, Smith, Blessing of Shax, Blessing of the Samurai, Quartermaster, Blessing of Gorum, Shock Glaive +1,
    Buried Pile: Longsword,

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

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

    Silver Crusade

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

    Arueshalae buries her Orison for the Accursed Priest's AYA.

    "

    Arueshalae wrote:

    Hand: Deathbane Light Crossbow, Archer, Gentleman Explorer, Sands of the Hour,

    Displayed: Glamered Leather Armor,
    Deck: 6 Discard: 6 Buried: 1
    Current Location: Slaughterhouse
    Hero Points: 2 // Arueshalae has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: I'm saving the Blessing Ihave left to heal Ostog, please try to not use it for now. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Priest of Abadar, The Mute Hag, Desna's Freedom, Compass, Lucky Starknife, Starbow,
    Discard Pile: Heavy Crossbow, Frost Longbow, Spyglass, Lamashtu's Madness, Sargeant-at-Arms, Luckstone,
    Buried Pile: Orison,

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

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

    "


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Arueshalae, Ostog, Raheli, Zetha,
    Turn: Turn 15: The Tangled Briar
    Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    SOT: Nil
    Move: Stay at #4: Slaughterhouse
    Explore:
    Which card: #2,7-8,10: 1d4 ⇒ 2 ==> #7

    #7: Poison Gas:

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

    Put Corrosion into Recovery for +1 die
    Disable DC6+3: 1d10 + 4 + 1d10 ⇒ (2) + 4 + (3) = 9 ==> Defeated

    Discard Compass to explore again.
    Which card: #2,8,10: 1d3 ⇒ 1 ==> #2

    #2: 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 and don't want to use up blessings ==> Banish

    End Turn:
    Recovery:
    Reveal Acadamae Scholar for +1.
    Recharge Fox for +1d4.
    Corrosion, Arcane DC9: 1d8 + 2 + 1 + 1d4 ⇒ (4) + 2 + 1 + (1) = 8 ==> Discarded
    Reset hand.

    "

    Raheli wrote:

    Hand: Gem of Physical Prowess, Acadamae Scholar, Blessing of Milani, Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid,

    Displayed:
    Deck: 6 Discard: 6 Buried: 0
    Current Location: #4: Slaughterhouse
    Hero Points: 1
    Tier.XP: 3.1
    Reroll Avail: No
    NOTES:
    Available Support: Blessing: Use as needed
    Fox: +1d4 Int or Wis
    Corrosion: +1 die vs barrier
    Movement: If location closes, move to NA
    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: Binder's Tome, Amulet of Life, Cure, Haunted Doll, Black Spot, Fox,
    Discard Pile: Blessing of Kofusachi, Crow (Core), Blessing of Abadar, Apprentice, Compass, 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: Snapping Turtle
    Arcane: Intelligence +2
    Fortitude: Constitution +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Dark Archive

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

    Hour = 5: Zetha/MatsuKurisu: Abadar's Law
    When this is the hour: On your check to close or to guard, add 1d4.

    Start of Turn

    At: #4: Slaughterhouse

    Draw M3: Hell Hound (AD1), M4: Emperor Cobra (AD3) to hand

    Give: ac Frost Ray to kuey/Raheli
    Move: No

    Free Explore Top card 8,10: 1d2 ⇒ 1
    8: Orison, Blessing 0: Wisdom 2

    Spoiler:
    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.

    Wisdom 2: 1d4 ⇒ 1 - Banished

    Discard Blessing of the Spy, explore +1d =
    10: Demonling, Monster 1: Combat 8

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

    Wisdom 1d4, Blessing of the Spy +1d4
    BYA Wisdom 5: 2d4 ⇒ (2, 2) = 4 - Failed
    Take 2 poison damage. Sacrifice (Banish) M1: Azer (AD1) to Athez to reduce damage by 3 to 0

    Athez Melee, Cold (Stealth + 3)
    Stealth 1d10+1+3, Reveal Stalking Armor +2, Cockroach Coat +1d4, Blessing of the Spy +1d10
    Combat 8: 1d10 + 1 + 3 + 3 + 2 + 1d4 + 1d10 ⇒ (4) + 1 + 3 + 3 + 2 + (4) + (8) = 25 - Banished
    At This Location: When you defeat a monster, discard a card. (M3: Hell Hound (AD1))

    Location empty
    #4: Slaughterhouse
    When Closing: Banish an ally. (ac Pit Gladiator)
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    Castle Card 1: Standard Bearer - Banished
    Cell Card 1: Slick Leather

    Everyone moves to #5: Castle

    Zetha ends her turn.
    Scenario.Fire: 1d4 - 2 ⇒ (2) - 2 = 0
    Zetha attempts to recover all cards in her Recovery pile.

    Zetha resets her hand.
    Draw up Blessing of the Ancients, Twisted Space, Good Omen (Core)

    Summary
    Location = #4: Slaughterhouse
    Acquired =
    Banished = 8: Orison, 10: Demonling
    Examined =

    Location = Castle Card 1: Standard Bearer - Banished
    Location = Cell Card 1: Slick Leather - Examined

    From Box =
    Displayed =

    Give = ac Frost Ray to kuey/Raheli
    Used =

    Other = Everyone moves to #5: Castle

    "

    Zetha wrote:

    Hand: Stalking Armor, Blessing of the Gods , M4: Emperor Cobra (AD3), Blessing of the Ancients, Twisted Space, Good Omen (Core),

    Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
    Deck: 4 Discard: 11 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessings available, Twisted Space & Good Omen available
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Charm Person (Core), Staff of Minor Healing, Troubadour
    Recharged: Augury,
    Discard Pile: Detect Thoughts, M1: Giant Anaconda (AD3), M2: Mimic (AD2), ac Wayfinder, Blessing of Abadar, Sorrowsoul, Enchanted Fang, Blessing of the Spy (2), ac Fortune-teller, Blessing of the Spy, M3: Hell Hound (AD1),
    Buried Pile: Bound Lantern Archon,

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

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

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


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

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

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

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

    During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you are using is closed, move to the Cell.

    Additional Rules:

    The Paladin (suit: Hammers):

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

    Setup

    Add the Perils wildcard Ablaze.
    Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.

    Before building the locations, set aside a number of Trap barriers equal to the number of locations. After building the locations, shuffle the Trap barriers and deal 1 into each location.

    All characters start at the Ruin.

    A character may display the supporter Jayna Lemore.

    Villain: None
    Henchman (Closing) Inferno Trap, Wight, Ancient Skeleton, Wraith, Inferno—Proxy A

    Danger:

    Inferno:

    Story Bane
    Traits:
    Fire
    Obstacle

    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 5+#

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Scenario Level (#): 3

    Turn: 17, Arueshalae/Akaitora

    Random Cards:

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

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

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

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

    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.

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

    Spoiler:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

    Spoiler:
    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.

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

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

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

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

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

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

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


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

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

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

    Items
    Spoiler:
    Wand of 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.


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

    Spoiler:
    Persona Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 9
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

    Spoiler:
    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.

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

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

    Spoiler:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

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

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

    Spoiler:
    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.

    Blessings
    Spoiler:
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Spoiler:
    The 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.

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

    Spoiler:
    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 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.

    Hour Power: On your check, you may banish a random blessing from your discards to bless.

    Current Hour:

    Rovagug's Destruction:
    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.

    Hours Remaining: 13

    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
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 3 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Zetha/MatsuKurisu
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    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.
    Hourglass Card 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 7 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Zetha/MatsuKurisu
    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 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 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 11 Zetha/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Zetha/MatsuKurisu
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    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 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    Wraith
    Core
    Story Bane 2
    Type: Monster
    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.
    Cell Card 3:
    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.
    Cell Card 4:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell Card 9:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cell Card 10:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Cell Card 11:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Location #5: 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: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, Zetha/MatsuKurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Castle Card 1:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Castle Card 2:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Castle Card 3:
    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.
    Castle Card 4:
    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.
    Castle Card 5:
    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.
    Castle Card 6:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Castle Card 7:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Castle Card 8:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Castle Card 9:
    Ancient Skeleton
    Core
    Story Bane 1
    Type: Monster
    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.
    Castle Card 10:
    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.

    Silver Crusade

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

    Starting Arueshalae's turn. The hour is Rovagug's Destruction. Hour Power: On your check, you may banish a random blessing from your discards to bless.

    Instead of her first exploration, Arueshalae will discard Sands of the Hour to heal Ostog.

    Heal Ostog: 1d4 + 1 ⇒ (4) + 1 = 5

    Max heal!

    Arueshalae will discard her Archer to explore and encounter Castle Card 1: Door Spike. Arueshalae gets to add 1d4 to her Dexterity check defeat thanks to Archer's delayed effect.

    CtD Disable 8: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13

    Defeated!

    Arueshalae will end her turn and reset her hand.

    Arueshalae wrote:

    Hand: Deathbane Light Crossbow, Priest of Abadar, Gentleman Explorer, The Mute Hag, Desna's Freedom, Compass,

    Displayed: Glamered Leather Armor,
    Deck: 2 Discard: 8 Buried: 1
    Current Location: Castle
    Hero Points: 2 // Arueshalae has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: I'm saving the Blessing Ihave left to heal Ostog, please try to not use it for now. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Lucky Starknife, Starbow,
    Discard Pile: Heavy Crossbow, Frost Longbow, Spyglass, Lamashtu's Madness, Sargeant-at-Arms, Luckstone, Sands of the Hour, Archer,
    Buried Pile: Orison,

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

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

    Because of poisoned, a random card from my hand gets recharged.

    Random Card from hand: 1d6 ⇒ 5

    Arueshalae wrote:

    Hand: Deathbane Light Crossbow, Priest of Abadar, Gentleman Explorer, The Mute Hag, Compass,

    Displayed: Glamered Leather Armor,
    Deck: 3 Discard: 8 Buried: 1
    Current Location: Castle
    Hero Points: 2 // Arueshalae has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: I'm saving the Blessing I have left to heal myself, please try to not use it for now. Feel free to recharge Gentleman Explorer to add 1d6 against the barrier.
    Other: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Lucky Starknife, Starbow, Desna's Freedom,
    Discard Pile: Heavy Crossbow, Frost Longbow, Spyglass, Lamashtu's Madness, Sargeant-at-Arms, Luckstone, Sands of the Hour, Archer,
    Buried Pile: Orison,

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

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


    Turn Order: Akaitora/Arueshalae, MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha
    Out of Turn Updates: Arueshalae's gift is currently displayed on Ostog , adding 1d4+1 to Strength checks until further notice. Arueshalae will heal Ostog for 5! Thanks! Heal Quartermaster, Smith, Shock Glaive +1, Blessing of the Samurai, and Blessing of the Gods.
    Turn: Turn 18 - 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: N/a
    Move: Stay at Castle
    Explore: Mammoth

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

    Ostog will recharge Topaz of Strength to reduce Combat damage by 3. Everyone must suffer 1 Combat damage. Will bury Improvised Club to do Strength+2d6. Will additionally bury Plaguebringer's Mask to add 1d12 (can discard instead due to Orange War Paint). Arueshalae's Gift adds additional 1d4+1

    Combat 18: 1d10 + 2 + 2d6 + 1d12 + 1d4 + 1 ⇒ (6) + 2 + (6, 1) + (11) + (1) + 1 = 28

    Defeated! Only one card in hand. Don't want to rush in, especially if it's a monster or barrier.

    End Turn: Reset Hand.

    May take some Fire damage.

    Fire Damage: 1d4 - 2 ⇒ (1) - 2 = -1

    No Fire damage taken.

    Recovery:

    Improvised Club: Strength 8: 1d10 + 2 + 1d4 + 1 ⇒ (9) + 2 + (4) + 1 = 16

    Ostog wrote:

    Hand: Quartermaster, Athlete, Blessing of Tsukiyo, Blessing of the Samurai,

    Displayed: Orange War Paint,
    Deck: 8 Discard: 3 Buried: 1
    Current Location: Castle
    Hero Points: 3
    Paizo Reroll: 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 Gods, Smith, Greatsword, Mace, Shock Glaive +1
    Recharged: Topaz of Strength, Improvised Club,
    Discard Pile: Plaguebringer's Mask, Blessing of Shax, Blessing of Gorum,
    Buried Pile: Longsword,

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

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

    Dark Archive

    Zetha out of turn
    1 combat damage from Mammoth
    Recharge Stalking Armor to reduce combat damage by 2 to 0

    "

    Zetha wrote:

    Hand: Blessing of the Gods , M4: Emperor Cobra (AD3), Blessing of the Ancients, Twisted Space, Good Omen (Core),

    Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
    Deck: 5 Discard: 11 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessings available, Twisted Space & Good Omen available
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Troubadour, Charm Person (Core), Staff of Minor Healing
    Recharged: Augury, Stalking Armor,
    Discard Pile: Detect Thoughts, M1: Giant Anaconda (AD3), M2: Mimic (AD2), ac Wayfinder, Blessing of Abadar, Sorrowsoul, Enchanted Fang, Blessing of the Spy (2), ac Fortune-teller, Blessing of the Spy, M3: Hell Hound (AD1),
    Buried Pile: Bound Lantern Archon,

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

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

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    deck handler

    Out of Turn Updates:
    On Zetha's turn, receive Frost Ray
    On Ostog's turn, take 1 damage from Mammoth. Place 1 marker on Snapping Turtle to reduce to 0.
    Turn Order: Arueshalae, Ostog, Raheli, Zetha,
    Turn: Turn 19: Iomedae's Justice
    Hour Power: On your check against an Outsider card, add 1d4.
    SOT: Nil
    Give Card: Give Blessing of Milani to Arueshalae
    Move: Stay at #5: Castle
    Explore:

    #3: 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.

    Reveal Codex (Core) for +1.
    Intelligence DC9: 1d8 + 1 ⇒ (7) + 1 = 8 ==> Banished

    End Turn: Reset hand.

    "

    Raheli wrote:

    Hand: Frost Ray, Gem of Physical Prowess, Boots of Friendly Terrain (Core), Codex (Core), Embalming Fluid, Acadamae Scholar,

    Displayed:
    Deck: 6 Discard: 6 Buried: 0
    Current Location: #5: Castle
    Hero Points: 1
    Tier.XP: 3.1
    Reroll Avail: No
    NOTES:
    Available Support: Blessing: Use as needed
    Movement: If location closes, move to NA
    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: Binder's Tome, Amulet of Life, Cure, Haunted Doll, Black Spot, Fox,
    Discard Pile: Blessing of Kofusachi, Crow (Core), Blessing of Abadar, Apprentice, Compass, 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: Snapping Turtle
    Arcane: Intelligence +2
    Fortitude: Constitution +2

    Favored Card: Item
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    Power from Cohort: If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☑ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
    On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "

    Dark Archive

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

    Hour = 3 Zetha/MatsuKurisu: The Snakebite
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    Start of Turn

    At: #5: Castle

    Draw M1: Spider Swarm (AD1), M2: Boggard (AD1) to hand

    Give: Blessing of the Ancients to Akaitora/Arueshalae
    Move: No

    Free Explore = 4: Venomous Dagger, Weapon 3: Stealth 11

    Spoiler:
    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.

    Stealth 1d10+1+3, Cockroach Coat +1d4, Recovery Good Omen (Core) 1d6+3
    Stealth 11: 1d10 + 1 + 3 + 1d4 + 1d6 + 3 ⇒ (1) + 1 + 3 + (3) + (3) + 3 = 14 - Acquired

    Discard Blessing of the Gods, Copy the Snakebite
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. =
    5: Boggart, Monster 1: Perception 4 THEN Combat 10

    Spoiler:
    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.

    Banish M2: Boggard (AD1) to use Stealth
    Stealth 1d10+1+3 Cockroach Coat +1d4
    Perception 4: 1d10 + 1 + 3 + 1d4 ⇒ (9) + 1 + 3 + (3) = 16 - Passed

    Athez Melee, Cold (Stealth + 3) +1d6
    Stealth 1d10+1+3+3+1d6, Reveal Stalking Armor +2, Cockroach Coat +1d4, Snakebite (Poison) +1d4
    Combat 10: 1d10 + 1 + 3 + 3 + 1d6 + 1d4 + 1d4 ⇒ (8) + 1 + 3 + 3 + (5) + (3) + (2) = 25 - Banished

    Zetha ends her turn.
    Scenario.Fire: 1d4 - 2 ⇒ (1) - 2 = -1

    Zetha attempts to recover all cards in her Recovery pile.
    Banish M1: Spider Swarm (AD1) to use Stealth
    Stealth 1d10+1+3 Cockroach Coat +1d4
    Good Omen (Core): Arcane 8: 1d10 + 1 + 3 + 1d4 ⇒ (6) + 1 + 3 + (3) = 13 -> Good Omen (Core) recharged.

    Zetha resets her hand.
    Draw up Troubadour, Charm Person (Core), Staff of Minor Healing

    Start of Akaitora's turn.
    Bury Charm Person (Core), draw A1: Djinn, Ally 3

    Spoiler:
    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.

    Recharge ac Djinn, draw Augury

    Recharge Staff of Minor Healing, heal 1 card (ac Fortune-teller)
    healed card 1: 1d12 ⇒ 9

    discard pile:

    Detect Thoughts
    M1: Giant Anaconda (AD3)
    M2: Mimic (AD2)
    ac Wayfinder
    Blessing of Abadar
    Sorrowsoul
    Enchanted Fang
    Blessing of the Spy (2)
    ac Fortune-teller
    Blessing of the Spy
    M3: Hell Hound (AD1)
    Blessing of the Gods

    Summary
    Location = #5: Castle
    Acquired = 4: Venomous Dagger
    Banished = 5: Boggart,
    Examined =

    Location =
    Location =

    From Box = A1: Djinn, M1: Spider Swarm (AD1), M2: Boggard (AD1)
    Displayed =

    Give = Blessing of the Ancients to Akaitora/Arueshalae
    Used =

    Other =

    "

    Zetha wrote:

    Hand: ac Venomous Dagger, Twisted Space, M4: Emperor Cobra (AD3), Troubadour, Augury,

    Displayed: Ahtez, Jayna Lemore, Cockroach Coat,
    Deck: 5 Discard: 11 Buried: 2
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessings available, Twisted Space & Augury available
    Local:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stalking Armor, Good Omen (Core), ac Djinn, ac Fortune-teller
    Recharged: Staff of Minor Healing,
    Discard Pile: Detect Thoughts, M1: Giant Anaconda (AD3), M2: Mimic (AD2), ac Wayfinder, Blessing of Abadar, Sorrowsoul, Enchanted Fang, Blessing of the Spy (2), Blessing of the Spy, M3: Hell Hound (AD1), Blessing of the Gods ,
    Buried Pile: Bound Lantern Archon, 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)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 (~ 2d6)
    ~ When you evade an encounter, you may put it under the top card of your location deck (~ and may examine the top card of your location deck).

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

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

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