[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.


    1,001 to 1,032 of 1,032 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

    Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
    Out of Turn Updates: Arueshalae's Gift adds 1d4+1 to all Strength checks.

    Turn: Turn 5 - The Snakebite

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

    Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    SOT: Discard Lady of Valor from top of deck due to Wounded.

    Move: Stay at Repository

    Explore: Verminbane Warhammer

    Verminbane Warhammer:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Bury Grappler's Mask to add 1d10

    Melee 14: 1d10 + 6 + 1d10 ⇒ (1) + 6 + (9) = 16

    End Turn: Reset hand. Hand Size (5) does not exceed total discards (5) so discard Verminbane Warhammer from hand and Blessing of Angradd from deck.

    [u]Summary[/u]:
    Move: Repository
    Acquired: Repository Card 2: Verminbane Warhammer
    Banished: N/a
    Examined: N/a
    Random Card(s) Used: N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Ostog wrote:

    Hand: Pillaging Mace, Dwarven Earthbreaker +1, Mountaineer, Blessing of Tsukiyo,

    Displayed:
    Deck: 9 Discard: 7 Buried: 2
    Current Location: Repository
    Hero Points: 4
    Paizo Reroll: 6D - not used // Ostog has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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


    NOTES:
    Available Support: Blessings!
    Mountaineer: +2d8 to ANY Survival check
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Belt of Physical Might, Shocking Sawtooth Saber (loot), Topaz of Strength, Legionnaire Chaplain, Ring of Stony Flesh, Pit Gladiator, Bear, Ashbringer (loot), Runechill Hatchet +2
    Recharged:
    Discard Pile: Blessing of Shax, Blessing of the Father of Creation, Defiant Nodachi +3, Orange War Paint, Lady of Valor (loot), Verminbane Warhammer, Blessing of Angradd,
    Buried Pile: Belt of Giant Strength, Grappler's Mask,

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

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


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 6: The Lucky Drunk
    Hour Power: After your exploration, you may move to a random location.
    SOT:
    Wounded: Discard top card of deck ==> Embalming Fluid
    Arueshalae's Gift adds 1d4+1 to all Dex checks.
    Shapechange: Your Strength, Dexterity, and Constitution skills are 1d12+2.
    Give Card: Nil
    Move: Move to #4: Repository (Just realised that Staff of Life only works on others)
    Explore:
    For free exploration, reveal Staff of Life and discard Swipe to heal Ostog, removing his Wounded condition

    Discard Wayfinder to explore again.

    #4: Giant Form:

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

    Recharge Shy Ratani for +1d8
    Recharge Dryad Sandals for +1d4+4
    In case you're wondering, I'm just trying to cycle my cards to get Mass Cure and Ring of Regeneration to come up. Don't particularly see any use of Giant Form actually.
    Arcane DC13: 1d8 + 5 + 1d8 + 1d4 + 4 ⇒ (6) + 5 + (3) + (3) + 4 = 21 ==> Acquired

    End Turn:
    Reset hand.
    Scenario Power: Discard Giant Form from hand and Steal Soul from deck.

    "

    Raheli wrote:

    Hand: Black Spot, Staff of Life, Blessing of the Pallid Princess, Boots of Alacrity, Ring of Regeneration, Blessing of Abadar,

    Displayed: Shapechange (Core),
    Deck: 8 Discard: 8 Buried: 0
    Current Location: #4: Repository
    Hero Points: 1
    Tier.XP: 6.3
    Reroll Avail: Yes // Raheli has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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


    NOTES:
    Available Support: Blessing: Use as needed
    Staff of Life: if you need healing
    Black Spot: reduce Combat DC by 7
    Movement: If location close, move to #0: Base
    Other: [X] [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 Savored Sting, Staff of Curses, Mass Cure
    Recharged: Gem of Physical Prowess, Blessing of Yaezhing, Old Salt, Shy Ratani, Dryad Sandals,
    Discard Pile: Corrosion, Star Candles, Apprentice, Embalming Fluid, Swipe, Wayfinder, Giant Form, Steal Soul,
    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 recharged (☑ 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: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Out of Turn Updates

    Hour = 6 Zetha/Matsu_Kurisu: Sands of the Hour
    When this is the hour: No effect

    Start of Turn
    At: #0: Base
    Draw M3 Soul Mistress (AD5), M4 Mobogo (AD6) to hand

    Display Arueshale's gift on Charisma +1d4+1

    Give: No
    Move: #3: Laboratory
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.

    Recharge Bound Imp to draw (Augury)

    Free explore Top Card(2-10): 1d9 + 1 ⇒ (2) + 1 = 3 = 3: Dust of Revealing, Item 4: Arcane 11

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

    Arcane 1d10+3+2, Arueshale's gift +1d4+1, Steal Soul +1d4, Recovery Blazing Servant(ac Meteor Swarm (AD6)) +1d8+6
    Arcane 11: 1d10 + 3 + 2 + 1d4 + 1 + 1d4 + 1d8 + 6 ⇒ (4) + 3 + 2 + (3) + 1 + (4) + (5) + 6 = 28 Acquired

    Zetha ends her turn.
    Dazed. Shuffle hand into deck to banish

    Zetha attempts to recover all cards in her Recovery pile.
    Arueshale's gift on Charisma +1d4+1, Steal Soul +1d4
    Blazing Servant: Arcane 14: 1d10 + 2 + 2 + 1d4 + 1 + 1d4 ⇒ (4) + 2 + 2 + (4) + 1 + (3) = 16 -> Blazing Servant recharged .

    Zetha resets her hand.
    Discard
    Draw up Blessing of Achaekek, Vizier, ac Meteor Swarm (AD6), Bound Imp, Blessing of Maat, Augury, M2 Immortal Ichor (AD6)

    Summary
    Location = #3: Laboratory - Shuffled(2,4-10)
    Acquired =
    Banished =
    Examined =
    Display: =

    Location = #0: Base
    Acquired =
    Examined =

    From Box = M3 Soul Mistress (AD5), M4 Mobogo (AD6)

    Give =

    Used =

    Other =

    "

    Zetha wrote:

    Hand: Blessing of Achaekek, Vizier, ac Meteor Swarm (AD6), Bound Imp, Blessing of Maat, Augury, M2 Immortal Ichor (AD6) ,

    Displayed: Ahtez, Cockroach Coat, lt Steal Soul,
    Deck: 16 Discard: 0 Buried: 2
    Hero Points: 3 // Zetha has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.
    When your location is closed, remove this scourge.

    NOTES:
    Available Support: Distant: All support available
    Local:
    Movement: On Close: Move Zetha to Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): M1 Shining Child (AD5), Scrying (Old), Blessing of Abadar, Secret Broker, M3 Soul Mistress (AD5), Blessing of Norgorber, Ophidian Armor, Blessing of the Spy, Haste, Faithful Hound, Deadened Shadows Cloak, Good Omen (Core), M4 Mobogo (AD6), Heister
    Recharged: Blazing Servant,
    Discard Pile:
    Buried Pile: ac Aviva Racovick, ac Ice Strike (AD3),

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
    [X] 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 #.

    Reward Powers

    For the rest of the Adventure Path, after you use the Base’s power to recharge cards, you may move or shuffle your deck.

    For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.

    During This Scenario: After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Additional Rules: Harrow: The Cyclone, Suit: Hammers

    WILDCARDS

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

    STORY BANES

    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver—Proxy A, Animated Objects—Proxy B

    Danger:

    Taniniver:

    Story Bane
    Traits:
    Dragon

    To Defeat:
    Constitution
    Fortitude 10THEN
    Combat 24

    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Scenario Level (#): 6

    Turn: 8, Arueshalae/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Hordemaster
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.

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


    Spoiler:
    Toad Demon
    CotCT
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 28
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

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

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

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

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

    Spoiler:
    Soultrapping Gem
    CotCT
    Barrier 6
    Traits:
    Magic
    Trap
    To Defeat:
    None 0
    Display this barrier. While displayed:
    * You may not move or explore.
    * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
    * When your location is closed, banish this barrier.

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

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

    Weapons
    Spoiler:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

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

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

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

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

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

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

    Spoiler:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 15
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

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


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

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


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

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


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

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

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

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

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

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

    Spoiler:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

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

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

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


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

    Allies
    Spoiler:
    Hippogriff
    CotCT
    Ally 6
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 16
    On a local combat check, recharge to add 2d4.
    Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.

    Spoiler:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

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

    Spoiler:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    Healing
    To Acquire:
    WisdomSurvival 11
    OR Divine 9
    At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

    Spoiler:
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    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:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.

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

    Hour Power: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/kuey
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Zetha/Matsu_Kurisu
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    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.
    Hourglass Card 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    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 7 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Zetha/Matsu_Kurisu
    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 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    The 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 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 11 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 Zetha/Matsu_Kurisu
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 13 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Ostog/MauveAvengr
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 14 Raheli/kuey:
    Spoiler:
    Hourglass Card 14 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 15 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 Zetha/Matsu_Kurisu
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 16 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 16 Arueshalae/Akaitora
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 17 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 17 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 18 Raheli/kuey:
    Spoiler:
    Hourglass Card 18 Raheli/kuey
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 19 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 Zetha/Matsu_Kurisu
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 20 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 20 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 21 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 21 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 22 Raheli/kuey:
    Spoiler:
    Hourglass Card 22 Raheli/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Scenario Deck Card 1 (Taniniver):

    Taniniver
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.
    Scenario Deck Card 2 (Animated Object):

    Animated Object
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 12+##
    OR Arcane 7+#
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
    Located/Displayed Here: None

    Base Card 1 (Moise):
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 2 (Boors):
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3 (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.
    Base Card 4 (Pathfinder Chronicler):
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 5 (Pathfinder Bodyguard):
    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 6:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Blood Pool Card 1:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    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.
    Blood Pool Card 2:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.
    Blood Pool Card 3:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.

    Blood Pool Card 4:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Blood Pool Card 5:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Blood Pool Card 6:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Blood Pool Card 7:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Blood Pool Card 8:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Blood Pool Card 9:
    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Blood Pool Card 10:
    Yzahnum the Efreeti
    CotCT
    Monster 6
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 23
    Before acting, roll 1d6.
    1-2. This monster is evaded; add the new location Twisting Passages and move to it.
    3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5-6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.

    Location #3: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/Matsu_Kurisu, Repulsion, Cursed Statue
    Laboratory Card 1:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
    Laboratory Card 2:
    Scabbard of Keen Edges
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 12
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
    Laboratory Card 3:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.

    Laboratory Card 4:
    Scarlet Walker
    CotCT
    Monster 6
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 27
    OR Arcane
    Divine 14
    Immune to Acid, Cold, and Poison.
    Resistant to Attack.
    Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
    Laboratory Card 5:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Laboratory Card 6:
    Repulsion
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    Display. While displayed:
    * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
    * At the end of the turn, banish.

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

    Laboratory Card 7:
    Cursed Statue
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.
    Laboratory Card 8:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/kuey, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Repository Card 1:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
    Repository Card 2:
    Gargoyle
    CotCT
    Monster 4
    Traits:
    Gargoyle
    To Defeat:
    Combat 21
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Repository Card 3:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.
    Repository Card 4:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Repository Card 5:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 6:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.
    Repository Card 7:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ossuary Card 1:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 2:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ossuary Card 3:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.
    Ossuary Card 4:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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

    Ossuary Card 5:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Ossuary Card 6:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Ossuary Card 7:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary Card 8:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Ossuary Card 9:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Ossuary Card 10:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Crypt Card 2:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Crypt Card 3:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Crypt Card 4:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

    Crypt Card 5:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Crypt Card 6:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Crypt Card 7:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Crypt Card 8:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
    Crypt Card 9:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    Veteran
    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.
    Crypt Card 10:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    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.

    Location #7: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Pits Card 1:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Pits Card 2:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Pits Card 3:
    Lyrune-quah Truthspeaker
    CotCT
    Ally 4
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy
    Divine 12
    OR Recharge A Respect Boon 0
    On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
    Discard to explore, or to move then explore. You may not use this power during an encounter.
    Pits Card 4:
    Angelic Armor
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Loot
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
    Pits Card 5:
    Serithtial
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Finesse
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 19
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.
    Pits Card 6:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Pits Card 7:
    Skeletal Minotaur
    CotCT
    Monster 5
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 23
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
    Pits Card 8:
    Fireball Beads
    CotCT
    Item 4
    Traits:
    Accessory
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to roll 3d6+12.

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

    Silver Crusade

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

    Starting Arue's turn. The hour is Lady of Mysteries. Hour Power: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    At the start of Arue's turn, she will examine Repository Card 1: Staff of Greater Healing, a boon. It gets recharged into the location.

    Arue will explore to encounter repository Card 2: Gargoyle. For her Combat check, Arue will reveal her Vindicator to use her Ranged + 1d10+1. Gargoyle is vulnerable to Magic, so Arue is adding 4 to her check.

    CtD Combat, Ranged 21: 1d8 + 6 + 1d10 + 1 + 4 ⇒ (8) + 6 + (5) + 1 + 4 = 24

    Defeated!

    Arue will then display her Greater Bolstering Armor.

    At the end of her turn, Arue will reveal Nightspear to heal some allies and Blessings.

    Healing Arue's allies and blessings: 1d4 + 1 ⇒ (4) + 1 = 5

    Arue heals Pharasma's Knowing, Venster Arabasti, and Desna's Freedom. She also has to discard The Midwife from her hand and Starbow from her deck due to her hand size being larger than her discard pile, per scenario rules.

    She then resets her hand.

    Arueshalae wrote:

    Hand: Swallowtail Bracers, Vindicator, Skoan-quah Boneslayer, The Marriage, Limning Starknife, Cerulean Mastermind, Gem of Mental Acuity (Core),

    Displayed: Greater Bolstering Armor,
    Deck: 11 Discard: 3 Buried: 1
    Current Location: Repository
    Hero Points: 1
    NOTES:
    Available Support: Use my Blessings whenever you need them
    Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pharasma's Knowing, Third Eye, The Mute Hag, Deathbane Light Crossbow, Lady Luck, Desna's Freedom, Belt of Physical Might, Lamashtu's Madness, Charm Person, Dust of Revealing
    Recharged:
    Discard Pile: Nightspear, Starbow, The Midwife,
    Buried Pile: Moise,

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

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


    Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
    Out of Turn Updates: Arueshalae's Gift adds 1d4+1 to all Strength checks.

    Raheli remove's Ostog's Wounded condition.

    Turn: Turn 9 - Torag's Power

    Torag's Power:
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    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.

    Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    SOT: N/a

    Move: Stay at Repository

    Explore: Mantle of Faith

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

    Bury Blessing of Tsukiyo to add 1d12.

    Fortitude 15: 1d10 + 5 + 1d12 ⇒ (5) + 5 + (12) = 22

    Acquired, but banish and draw a weapon. Draw Speed Battleaxe

    Speed Battleaxe:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

    End Turn: Reset hand. Recharge Speed Battleaxe. Hand Size (5) exceeds total discards (5) so no discards.

    [u]Summary[/u]:
    Move: Repository
    Acquired: Repository Card 3: Mantle of Faith
    Banished: N/a
    Examined: N/a
    Random Card(s) Used: Random Weapon 1: Speed Battleaxe
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Ostog wrote:

    Hand: Pillaging Mace, Dwarven Earthbreaker +1, Shocking Sawtooth Saber (loot), Mountaineer, Bear,

    Displayed:
    Deck: 8 Discard: 7 Buried: 3
    Current Location: Repository
    Hero Points: 4
    Paizo Reroll: 6D - not used
    NOTES:
    Available Support: Blessings!
    Mountaineer: +2d8 to ANY Survival check
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Belt of Physical Might, Runechill Hatchet +2, Ring of Stony Flesh, Topaz of Strength, Legionnaire Chaplain, Pit Gladiator, Ashbringer (loot)
    Recharged: Speed Battleaxe,
    Discard Pile: [s]Blessing of Shax, Blessing of the Father of Creation, Defiant Nodachi +3, Orange War Paint, Lady of Valor (loot), Verminbane Warhammer, Blessing of Angradd,

    Buried Pile: Belt of Giant Strength, Grappler's Mask, Blessing of Tsukiyo,

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

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


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 10: Sands of the Hour
    Hour Power: No effect.
    SOT:
    Wounded: Discard top card of deck ==> Blessing of the Savored Sting
    Arueshalae's Gift adds 1d4+1 to all Dex checks.
    Shapechange: Your Strength, Dexterity, and Constitution skills are 1d12+2.
    Reveal Ring of Regeneration to recharge random discard ==> Steal Soul
    Give Card: Nil
    Move: Move to #7: Pits (Heading back)
    Explore:
    #1: Henchman Proxy B3

    Animated Object:

    Core
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 12+##
    OR Arcane 7+#
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    No other character ==> Raheli encounters
    Recharge Blessing of the Pallid Princess for Dex+2d8
    Arueshalae's Gift for +1d4+1
    Recharge Ring of Regeneration for +1d4+5
    Put Black Spot into Recovery to reduce DC by 7
    Combat DC12+12-7: 1d12 + 2 + 2d8 + 1d4 + 1 + 1d4 + 5 ⇒ (3) + 2 + (7, 2) + (4) + 1 + (1) + 5 = 25
    Defeated and exceeded by at least 5, so no discard
    Draw card ==> Staff of Curses

    Boon type: 1d4 ⇒ 1 ==> Weapon

    Speed Battleaxe:

    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

    No chance to acquire ==> Banished
    Location Power: 1 Combat damage ==> Cohort Power: Recharge Staff of Curses to reduce to 0

    Closing:
    Draw 1 card ==> Mass Cure Sigh
    Recharge hand.

    CLOSED! 7 Hand < 8 Discards, so no further discards

    Move to #0: Base
    Explore and draw #1: Moise
    Display Moise
    Remove Wounded Scourge

    End Turn:
    Recovery: Black Spot DC6: 1d8 + 5 ⇒ (8) + 5 = 13 ==> Recharged
    7 Hand < 8 Discards, so no further discards
    Reset hand.

    "

    Raheli wrote:

    Hand: Steal Soul, Gem of Physical Prowess, Dryad Sandals, Old Salt, Shy Ratani, Blessing of Yaezhing, Blessing of the Pallid Princess,

    Displayed: Shapechange (Core), Moise,
    Deck: 7 Discard: 8 Buried: 0
    Current Location: #0: Base
    Hero Points: 1
    Tier.XP: 6.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Movement: If location close, move to #0: Base
    Other: [X] [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: Ring of Regeneration, Staff of Curses, Mass Cure, Staff of Life, Boots of Alacrity, Blessing of Abadar, Black Spot,
    Discard Pile: Corrosion, Star Candles, Apprentice, Embalming Fluid, Swipe, Wayfinder, Giant Form, Blessing of the Savored Sting,
    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 recharged (☑ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☑ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

    "


    During This Adventure: 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 #.

    Reward Powers

    For the rest of the Adventure Path, after you use the Base’s power to recharge cards, you may move or shuffle your deck.

    For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.

    During This Scenario: After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Additional Rules: Harrow: The Cyclone, Suit: Hammers

    WILDCARDS

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

    STORY BANES

    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver—Proxy A, Animated Objects—Proxy B

    Danger:

    Taniniver:

    Story Bane
    Traits:
    Dragon

    To Defeat:
    Constitution
    Fortitude 10THEN
    Combat 24

    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Scenario Level (#): 6

    Turn: 11, Zetha/Matsu_Kurisu

    Random Cards:

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

    Spoiler:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

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

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

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

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

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

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

    Spoiler:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.

    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.

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

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

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

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

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

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

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

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


    Spoiler:
    Boneshatter
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

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


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

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


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

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

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

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

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

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

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

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


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

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

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


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

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

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


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

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

    Spoiler:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.

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

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

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

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

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

    Hour Power: On your non-Attack combat check, add 1.

    Current Hour:

    Gorum's Iron:
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 1 Arueshalae/Akaitora
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 2 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Ostog/MauveAvengr
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 3 Raheli/kuey:
    Spoiler:
    Hourglass Card 3 Raheli/kuey
    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 4 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Zetha/Matsu_Kurisu
    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 5 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 5 Arueshalae/Akaitora
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 6 Ostog/MauveAvengr
    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 Raheli/kuey:
    Spoiler:
    Hourglass Card 7 Raheli/kuey
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 8 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Zetha/Matsu_Kurisu
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 9 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 9 Arueshalae/Akaitora
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 10 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 10 Ostog/MauveAvengr
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    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 11 Raheli/kuey:
    Spoiler:
    Hourglass Card 11 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 12 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Zetha/Matsu_Kurisu
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 13 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 13 Arueshalae/Akaitora
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 14 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 14 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 15 Raheli/kuey:
    Spoiler:
    Hourglass Card 15 Raheli/kuey
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 16 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Zetha/Matsu_Kurisu
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 17 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 17 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 18 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 18 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 19 Raheli/kuey:
    Spoiler:
    Hourglass Card 19 Raheli/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Scenario Deck Card 1 (Taniniver):

    Taniniver
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.
    Scenario Deck Card 2 (Animated Object):

    Animated Object
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 12+##
    OR Arcane 7+#
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

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

    Base Card 1 (Boors):
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 2 (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.
    Base Card 3 (Pathfinder Chronicler):
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 4 (Pathfinder Bodyguard):
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 5:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Blood Pool Card 1:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    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.
    Blood Pool Card 2:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.
    Blood Pool Card 3:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.

    Blood Pool Card 4:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Blood Pool Card 5:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Blood Pool Card 6:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Blood Pool Card 7:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Blood Pool Card 8:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Blood Pool Card 9:
    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Blood Pool Card 10:
    Yzahnum the Efreeti
    CotCT
    Monster 6
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 23
    Before acting, roll 1d6.
    1-2. This monster is evaded; add the new location Twisting Passages and move to it.
    3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5-6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.

    Location #3: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/Matsu_Kurisu, Repulsion, Cursed Statue
    Laboratory Card 1:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
    Laboratory Card 2:
    Scabbard of Keen Edges
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 12
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
    Laboratory Card 3:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.

    Laboratory Card 4:
    Scarlet Walker
    CotCT
    Monster 6
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 27
    OR Arcane
    Divine 14
    Immune to Acid, Cold, and Poison.
    Resistant to Attack.
    Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
    Laboratory Card 5:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Laboratory Card 6:
    Repulsion
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    Display. While displayed:
    * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
    * At the end of the turn, banish.

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

    Laboratory Card 7:
    Cursed Statue
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.
    Laboratory Card 8:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Repository Card 1:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Repository Card 2:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 3:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.
    Repository Card 4:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
    Repository Card 5 (Staff of Greater Healing):
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ossuary Card 1:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 2:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ossuary Card 3:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.
    Ossuary Card 4:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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

    Ossuary Card 5:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Ossuary Card 6:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Ossuary Card 7:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary Card 8:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Ossuary Card 9:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Ossuary Card 10:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Crypt Card 2:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Crypt Card 3:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Crypt Card 4:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

    Crypt Card 5:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Crypt Card 6:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Crypt Card 7:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Crypt Card 8:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
    Crypt Card 9:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    Veteran
    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.
    Crypt Card 10:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    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.

    Dark Archive

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

    Out of Turn Updates

    Hour = 11 Zetha/Matsu_Kurisu: Gorum's Iron:
    When this is the hour: On your non-Attack combat check, add 1.

    Start of Turn
    At: #3: Laboratory
    Draw M1 Baykok (AD5), M2 Hippogriff Rider (AD4) to hand

    Display Arueshale's gift on Charisma +1d4+1

    Give: No
    Move: #3: Laboratory
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.

    Recovery Bound Imp to draw (Secret Broker, Blessing of the Spy)

    Free explore = 1: Formian Myrmidon, Ally 6: Diplomacy 14

    Spoiler:
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Banish M2 Hippogriff Rider (AD4) to use Stealth 1d10+4+3, Arueshale's gift +1d4+1, Steal Soul +1d4, Cockroach Coat +1d4
    Diplomacy 14: 1d10 + 4 + 3 + 1d4 + 1 + 1d4 + 1d4 ⇒ (9) + 4 + 3 + (3) + 1 + (4) + (3) = 27 Acquired

    Bury Discard Blessing of the Spy, explore +1d = 2: Scabbard of Keen Edges, Item 5: Intelligence 12

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

    Intelligence 1d8, Blessing of the Spy +1d8, Steal Soul +1d4
    Discard ac Formian Myrmidon 1d8 => 8
    Intelligence 12: 8 + 1d8 + 1d4 ⇒ 8 + (5) + (4) = 17 Acquired

    Discard Secret Broker, explore = 3: Demilich VILLAIN
    During this exploration, you may recharge a card to add a die to any check that invokes a trait on the recharged card.

    3: Demilich VILLAIN fight:

    3: Demilich, Story Bane 4: Combat 26(14+6+6) THEN Combat 24(12+6+6) OR Divine 15(9+6)
    Spoiler:
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.
    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.
    If undefeated, bury your deck or role card.


    Banish M1 Baykok (AD5) to use Stealth 1d10+4+3, Steal Soul +1d4, Cockroach Coat +1d4
    BYA Fortitude 12(6+6): 1d10 + 4 + 3 + 1d4 + 1d4 ⇒ (9) + 4 + 3 + (4) + (3) = 23 Success

    Athez 1d10+4+3+6+2d6, Steal Soul +1d4, Cockroach Coat +1d4
    #1 Combat 26: 1d10 + 4 + 3 + 6 + 2d6 + 1d4 + 1d4 ⇒ (4) + 4 + 3 + 6 + (5, 1) + (3) + (3) = 29 Success, <5 Hammers discard(Blessing of Abadar)

    Athez 1d10+4+3+6+2d6, Steal Soul +1d4, Cockroach Coat +1d4
    #2 Combat 24: 1d10 + 4 + 3 + 6 + 2d6 + 1d4 + 1d4 ⇒ (7) + 4 + 3 + 6 + (2, 4) + (4) + (2) = 32 Success

    Villain stays defeated?: 1d4 ⇒ 2 YES. Villain flees

    Location #3: Laboratory.Closed
    Banish Entangled
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    S1: Good Omen, Spell 1 - Banished
    S2: Enhance, Spell 0
    S3: Death's Touch, Spell 4 - Banished

    S2: Enhance, Spell 0: Arcane 5

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

    Arueshale's gift on Charisma +1d4+1, Steal Soul +1d4
    Arcane 5: 1d10 + 2 + 2 + 1d4 + 1 + 1d4 ⇒ (3) + 2 + 2 + (3) + 1 + (1) = 12 Acquired

    Scenario.Closed location: Max Hand(7) > Discards(3) = Yes. Discard from hand(ac Meteor Swarm (AD6)), discard from deck(M1 Shining Child (AD5))

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.
    Arueshale's gift on Charisma +1d4+1, Steal Soul +1d4
    Bound Imp: Arcane 8: 1d10 + 2 + 2 + 1d4 + 1 + 1d4 ⇒ (9) + 2 + 2 + (2) + 1 + (4) = 20 -> BBound Imp recharged .

    Zetha resets her hand.
    Discard ac Scabbard of Keen Edges
    Draw up Good Omen (Core)

    Scenario.Closed location: Max Hand(7) > Discards(6) = Yes. Discard from hand(Good Omen (Core)), discard from deck(Heister)

    Summary
    Location = #3: Laboratory - CLOSED
    Acquired = 1: Formian Myrmidon, 2: Scabbard of Keen Edges, S2: Enhance
    Banished = 3: Demilich: Villain flees
    Examined =
    Display: =

    Location = #0: Base
    Acquired =
    Examined =

    From Box = M1 Baykok (AD5), M2 Hippogriff Rider (AD4), S1: Good Omen, S3: Death's Touch,

    Give =

    Used =

    Other =

    Zetha wrote:

    Hand: Augury, ac Enhance, Vizier, Blessing of Achaekek, Blessing of Maat, M2 Immortal Ichor (AD6) ,

    Displayed: Ahtez, Cockroach Coat, lt Steal Soul,
    Deck: 11 Discard: 8 Buried: 3
    Hero Points: 3
    NOTES:
    Available Support: Distant: All support available
    Local:
    Movement: On Close: Move Zetha to Base

    [spoiler=Deck, Discard, Buried]

    Reloaded:
    Middle of Deck (Unknown Order): Entice, Deadened Shadows Cloak, Blessing of Norgorber, Ophidian Armor, Faithful Hound, Haste, M4 Mobogo (AD6), M3 Soul Mistress (AD5), Scrying (Old)
    Recharged: Blazing Servant, Bound Imp,
    Discard Pile: ac Formian Myrmidon, Secret Broker, Blessing of Abadar, ac Meteor Swarm (AD6), M1 Shining Child (AD5), ac Scabbard of Keen Edges, Good Omen (Core), Heister,
    Buried Pile: ac Aviva Racovick, ac Ice Strike (AD3), 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
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    - Arcane: Charisma +2
    - Diplomacy: Charisma +1

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
    [X] 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


    [/spoiler]


    Ostog will attempt to guard the Repository. Summon a random Weapon.

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

    Deterity 13: 1d6 ⇒ 5

    Not acquired. Suffer Poison damage.

    Woo! No damage taken.

    Poison damage: 1d4 - 1 ⇒ (1) - 1 = 0


    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 #.

    Reward Powers

    For the rest of the Adventure Path, after you use the Base’s power to recharge cards, you may move or shuffle your deck.

    For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.

    During This Scenario: After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Additional Rules: Harrow: The Cyclone, Suit: Hammers

    WILDCARDS

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

    STORY BANES

    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver—Proxy A, Animated Objects—Proxy B

    Danger:

    Taniniver:

    Story Bane
    Traits:
    Dragon

    To Defeat:
    Constitution
    Fortitude 10THEN
    Combat 24

    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Scenario Level (#): 6

    Turn: 12, Arueshalae/Akaitora

    Random Cards:

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

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

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

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

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

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

    Spoiler:
    Soultrapping Gem
    CotCT
    Barrier 6
    Traits:
    Magic
    Trap
    To Defeat:
    None 0
    Display this barrier. While displayed:
    * You may not move or explore.
    * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
    * When your location is closed, banish this barrier.

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

    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.

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

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

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

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

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

    Spells
    Spoiler:
    Boneshatter
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

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


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

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


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

    Spoiler:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 15
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

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


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

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


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

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

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

    Spoiler:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

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

    Items
    Spoiler:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

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

    Spoiler:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

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

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

    Allies
    Spoiler:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.

    Spoiler:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

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

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

    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

    Spoiler:
    The 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.

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

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

    Hour Power: Characters cannot suffer scourges.

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/kuey
    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 3 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Zetha/Matsu_Kurisu
    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 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    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 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 7 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Zetha/Matsu_Kurisu
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 11 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 Zetha/Matsu_Kurisu
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 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
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 15 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 Zetha/Matsu_Kurisu
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 16 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 16 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 17 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 18 Raheli/kuey:
    Spoiler:
    Hourglass Card 18 Raheli/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Scenario Deck Card 1 (Taniniver):

    Taniniver
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.
    Scenario Deck Card 2 (Animated Object):

    Animated Object
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 12+##
    OR Arcane 7+#
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

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

    Base Card 1 (Boors):
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 2 (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.
    Base Card 3 (Pathfinder Chronicler):
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 4 (Pathfinder Bodyguard):
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 5:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Blood Pool Card 1:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.
    Blood Pool Card 2:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Blood Pool Card 3:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    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.
    Blood Pool Card 4:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Blood Pool Card 5:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Blood Pool Card 6:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Blood Pool Card 7:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Blood Pool Card 8:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.

    Blood Pool Card 9:
    Yzahnum the Efreeti
    CotCT
    Monster 6
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 23
    Before acting, roll 1d6.
    1-2. This monster is evaded; add the new location Twisting Passages and move to it.
    3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5-6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
    Blood Pool Card 10:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Blood Pool Card 11:
    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Repository Card 1:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Repository Card 2:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 3:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
    Repository Card 4:
    Achaekek's Claws
    CotCT
    Blessing 4
    Traits:
    Deity: Achaekek
    Divine
    When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
    To Acquire:
    Intelligence
    Craft 8
    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
    Repository Card 5:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
    Repository Card 6:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Ossuary Card 1:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ossuary Card 2:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Ossuary Card 3:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 4:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.
    Ossuary Card 5:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Ossuary Card 6:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Ossuary Card 7:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Ossuary Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Ossuary Card 9:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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

    Ossuary Card 10:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Ossuary Card 11:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Crypt Card 1:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Crypt Card 2:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Crypt Card 3:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Crypt Card 4:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.

    Crypt Card 5:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Crypt Card 6:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    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.
    Crypt Card 7:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Crypt Card 8:
    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.
    Crypt Card 9:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    Veteran
    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.
    Crypt Card 10:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
    Crypt Card 11:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

    Silver Crusade

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

    Arue will attempt to guard Repository. To do so, she will attempt to acquire a random Item. She draws Random Item 1: Red War Paint.

    Red War Paint:

    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Arue will recharge her Gem of Mental Acuity to use her Charisma Die instead of her Melee die, then she will reveal her Swallowtail Bracers to add 1 to her non-combat check.

    CtA Melee 7: 1d12 + 1 ⇒ (10) + 1 = 11

    Acquired! Repository would have been guarded during Zetha's turn.

    I'm unsure about how the escape was processed, so pausing to discuss.


    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 #.

    Reward Powers

    For the rest of the Adventure Path, after you use the Base’s power to recharge cards, you may move or shuffle your deck.

    For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.

    During This Scenario: After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Additional Rules: Harrow: The Cyclone, Suit: Hammers

    WILDCARDS

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

    STORY BANES

    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver—Proxy A, Animated Objects—Proxy B

    Danger:

    Taniniver:

    Story Bane
    Traits:
    Dragon

    To Defeat:
    Constitution
    Fortitude 10THEN
    Combat 24

    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Scenario Level (#): 6

    Turn: 12, Arueshalae/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    Spoiler:
    Landshark
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 21
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

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

    Spoiler:
    Corpse Lotus
    CotCT
    Monster 5
    Traits:
    Plant
    Veteran
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Acid and Electricity.
    If you are at a Wild location, the difficulty to defeat is increased by #.
    If undefeated, each local character suffers the scourge Entangled.

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

    Barriers
    Spoiler:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.

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

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

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

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

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

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

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

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

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

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


    Spoiler:
    Boneshatter
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

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


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

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


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

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


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

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

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

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

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

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

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

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


    Spoiler:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

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

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

    Allies
    Spoiler:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.

    Spoiler:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


    Spoiler:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    Healing
    To Acquire:
    WisdomSurvival 11
    OR Divine 9
    At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    Spoiler:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.

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

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

    Spoiler:
    The 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:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Spoiler:
    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: Characters cannot suffer scourges.

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Ostog/MauveAvengr
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 2 Raheli/kuey:
    Spoiler:
    Hourglass Card 2 Raheli/kuey
    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 3 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Zetha/Matsu_Kurisu
    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 4 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 4 Arueshalae/Akaitora
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 5 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Ostog/MauveAvengr
    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 6 Raheli/kuey:
    Spoiler:
    Hourglass Card 6 Raheli/kuey
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 7 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Zetha/Matsu_Kurisu
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 8 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 8 Arueshalae/Akaitora
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 9 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Ostog/MauveAvengr
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 10 Raheli/kuey:
    Spoiler:
    Hourglass Card 10 Raheli/kuey
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 11 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 Zetha/Matsu_Kurisu
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 12 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 12 Arueshalae/Akaitora
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 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
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 15 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 Zetha/Matsu_Kurisu
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 16 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 16 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 17 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 18 Raheli/kuey:
    Spoiler:
    Hourglass Card 18 Raheli/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Scenario Deck Card 1 (Taniniver):

    Taniniver
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.
    Scenario Deck Card 2 (Animated Object):

    Animated Object
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 12+##
    OR Arcane 7+#
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

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

    Base Card 1 (Boors):
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 2 (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.
    Base Card 3 (Pathfinder Chronicler):
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 4 (Pathfinder Bodyguard):
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 5:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Blood Pool Card 1:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.
    Blood Pool Card 2:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Blood Pool Card 3:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    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.
    Blood Pool Card 4:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Blood Pool Card 5:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Blood Pool Card 6:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Blood Pool Card 7:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Blood Pool Card 8:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.

    Blood Pool Card 9:
    Yzahnum the Efreeti
    CotCT
    Monster 6
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 23
    Before acting, roll 1d6.
    1-2. This monster is evaded; add the new location Twisting Passages and move to it.
    3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5-6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
    Blood Pool Card 10:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Blood Pool Card 11:
    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Repository Card 1:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Repository Card 2:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 3:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
    Repository Card 4:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
    Repository Card 5:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Ossuary Card 1:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ossuary Card 2:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Ossuary Card 3:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 4:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.
    Ossuary Card 5:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Ossuary Card 6:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Ossuary Card 7:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Ossuary Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Ossuary Card 9:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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

    Ossuary Card 10:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Ossuary Card 11:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Crypt Card 1:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Crypt Card 2:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Crypt Card 3:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Crypt Card 4:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.

    Crypt Card 5:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Crypt Card 6:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    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.
    Crypt Card 7:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Crypt Card 8:
    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.
    Crypt Card 9:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    Veteran
    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.
    Crypt Card 10:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
    Crypt Card 11:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

    Silver Crusade

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

    Resuming with the start of Arue's turn.

    The hour is The Healing Light. Hour Power: Hour Power: Characters cannot suffer scourges.

    At the start of her turn, Arue examines Repository Card 1: Blackjack's Gear, a boon! It gets recharged into the location.

    Arue will stay at the Repository and explore to encounter Repository Card 2: Taniniver. Aha! Perfect turn to get rid of this nuisance.

    Taniniver:

    Story Bane
    Traits:
    Dragon

    To Defeat:
    Constitution
    Fortitude 10THEN
    Combat 24

    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Arue will recharge Cerulean Mastermind and bury Red War Paint to add her Knowledge skill to her Constitution check to defeat. She will also reveal her Swallowtail Bracers to add +1 to her non-combat check.

    CtD 1, Constitution 10: 1d6 + 1d12 + 4 + 1 ⇒ (1) + (2) + 4 + 1 = 8

    That is quite incredible. Arue spends a Hero Point to re-roll.

    CtD 1, Constitution 10: 1d6 + 1d12 + 4 + 1 ⇒ (5) + (1) + 4 + 1 = 11

    I'll take it. For her second check to defeat, Arue will reveal her Vindicator to use her Ranged + 1d10+1. She will then freely recharge her Limning Starknife to add +1d4+1 to her Ranged check, display her Skoan-Quah Boneslayer to add 1d6 to all her Dexterity checks.

    CtD Combat, Ranged 24: 1d8 + 6 + 1d10 + 1 + 1d4 + 1 + 1d6 ⇒ (7) + 6 + (7) + 1 + (4) + 1 + (5) = 31

    Defeated! Arue will attempt to close the location. She will once again Item for her attempt. She draws Random Item 2: Ring of Immolation. For her check to acquire, Arue will once again reveal her Swallowtail Bracers and discard bury The Marriage to bless her check, also adding Ostog's Constitution die to her check.

    CtA Constitution 10: 2d6 + 1 + 1d10 ⇒ (1, 2) + 1 + (5) = 9
    Location Effect, Poison damage: 1d4 ⇒ 1

    Can't argue with bad luck like that. Arue reduces the Poison damage deal to her by 3 to 0. Ring of Immolation is banished, and Repository remains open.

    Arueshalae wrote:

    Hand: Swallowtail Bracers, Vindicator, Lady Luck, Dust of Revealing, Lamashtu's Madness, Charm Person, Venster Arabasti,

    Displayed: Greater Bolstering Armor,
    Deck: 10 Discard: 3 Buried: 3
    Current Location: Repository
    Hero Points: 0
    NOTES:
    Available Support: Use my Blessings whenever you need them
    Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Desna's Freedom, Pharasma's Knowing, Third Eye, Deathbane Light Crossbow, The Mute Hag
    Recharged: Gem of Mental Acuity (Core), Cerulean Mastermind, Limning Starknife, Skoan-quah Boneslayer,
    Discard Pile: Nightspear, Starbow, The Midwife,
    Buried Pile: Moise, Red War Paint, The Marriage,

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

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


    Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
    Out of Turn Updates: Arueshalae's Gift adds 1d4+1 to all Strength checks.

    Turn: Turn 13 - Pharasma's Knowing

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

    Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    SOT: N/a

    Move: Stay at Repository

    Explore: Horrorbane Heavy Pick

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

    Melee 13: 1d10 + 6 + 1d4 + 1 ⇒ (1) + 6 + (2) + 1 = 10

    Use Paizo Reroll to reroll the d10

    Melee 13: 1d10 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18

    Acquired. Discard Bear to explore again.

    Explore 2: Staff of Greater Healing

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

    Wisdom 14: 1d6 ⇒ 3

    Failed to acquire, so take some damage.

    Poison damage: 1d4 - 1 ⇒ (4) - 1 = 3

    Discard Horrorbane Heavy Pick, Shocking Sawtooth Saber, and Pillaging Mace

    End Turn: Reset hand. Hand Size (5) exceeds total discards (11) so no discards.

    [u]Summary[/u]:
    Move: Repository
    Acquired: Repository Card 3: Horrobane Heavy Pick
    Banished: N/a
    Examined: N/a
    Random Card(s) Used: N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Ostog wrote:

    Hand: Ashbringer (loot), Dwarven Earthbreaker +1, Legionnaire Chaplain, Mountaineer, Runechill Hatchet +2,

    Displayed:
    Deck: 5 Discard: 11 Buried: 3
    Current Location: Repository
    Hero Points: 4
    Paizo Reroll: 6D - USED
    NOTES:
    Available Support: Blessings!
    Mountaineer: +2d8 to ANY Survival check
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Topaz of Strength, Belt of Physical Might, Pit Gladiator, Ring of Stony Flesh
    Recharged: Speed Battleaxe,
    Discard Pile: Blessing of Shax, Blessing of the Father of Creation, Defiant Nodachi +3, Orange War Paint, Lady of Valor (loot), Verminbane Warhammer, Blessing of Angradd, Horrorbane Heavy Pick, Shocking Sawtooth Saber (loot), Bear, Pillaging Mace,
    Buried Pile: Belt of Giant Strength, Grappler's Mask, Blessing of Tsukiyo,

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

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


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

    Reward Powers

    For the rest of the Adventure Path, after you use the Base’s power to recharge cards, you may move or shuffle your deck.

    For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.

    During This Scenario: After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Additional Rules: Harrow: The Cyclone, Suit: Hammers

    WILDCARDS

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

    STORY BANES

    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver—Proxy A, Animated Objects—Proxy B

    Danger:

    Taniniver:

    Story Bane
    Traits:
    Dragon

    To Defeat:
    Constitution
    Fortitude 10THEN
    Combat 24

    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Scenario Level (#): 6

    Turn: 14, Raheli/kuey

    Random Cards:

    Monsters
    Spoiler:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

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

    Spoiler:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

    Spells
    Spoiler:
    Boneshatter
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

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


    Spoiler:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 15
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

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


    Spoiler:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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


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

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


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

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


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

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

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

    Spoiler:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

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

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

    Spoiler:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

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

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

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


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

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


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

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

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

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

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

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

    Spoiler:
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Spoiler:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

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

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

    Hour Power: When you fail a check, suffer the scourge Drained.

    Current Hour:

    The Idiot:
    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.

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 Zetha/Matsu_Kurisu
    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 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Ostog/MauveAvengr
    The 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 4 Raheli/kuey:
    Spoiler:
    Hourglass Card 4 Raheli/kuey
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 5 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 Zetha/Matsu_Kurisu
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    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 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 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 9 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 Zetha/Matsu_Kurisu
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 10 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 10 Arueshalae/Akaitora
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 11 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
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 13 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 13 Zetha/Matsu_Kurisu
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 14 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 14 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 15 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 16 Raheli/kuey:
    Spoiler:
    Hourglass Card 16 Raheli/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Scenario Deck Card 1 (Taniniver):

    Taniniver
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.
    Scenario Deck Card 2 (Animated Object):

    Animated Object
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 12+##
    OR Arcane 7+#
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

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

    Base Card 1 (Boors):
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 2 (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.
    Base Card 3 (Pathfinder Chronicler):
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 4 (Pathfinder Bodyguard):
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 5:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Blood Pool Card 1:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.
    Blood Pool Card 2:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Blood Pool Card 3:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    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.
    Blood Pool Card 4:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Blood Pool Card 5:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Blood Pool Card 6:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Blood Pool Card 7:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Blood Pool Card 8:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.

    Blood Pool Card 9:
    Yzahnum the Efreeti
    CotCT
    Monster 6
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 23
    Before acting, roll 1d6.
    1-2. This monster is evaded; add the new location Twisting Passages and move to it.
    3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5-6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
    Blood Pool Card 10:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Blood Pool Card 11:
    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Repository Card 1:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.
    Repository Card 2 (Blackjack's Gear):
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Ossuary Card 1:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ossuary Card 2:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Ossuary Card 3:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 4:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.
    Ossuary Card 5:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Ossuary Card 6:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Ossuary Card 7:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Ossuary Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Ossuary Card 9:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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

    Ossuary Card 10:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Ossuary Card 11:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Crypt Card 1:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Crypt Card 2:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Crypt Card 3:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Crypt Card 4:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.

    Crypt Card 5:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Crypt Card 6:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    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.
    Crypt Card 7:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Crypt Card 8:
    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.
    Crypt Card 9:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    Veteran
    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.
    Crypt Card 10:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
    Crypt Card 11:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 14: The Idiot
    Hour Power: When you fail a check, suffer the scourge Drained.
    SOT:
    Arueshalae's Gift adds 1d4+1 to all Dex checks.
    Shapechange: Your Strength, Dexterity, and Constitution skills are 1d12+2.
    Give Card: Nil
    Move: Move to #1: Blood Pool
    Explore:

    #1: Third Eye:

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

    Recharge Shy Ratani for +1d8
    Arcane DC13: 1d8 + 5 + 1d8 ⇒ (8) + 5 + (6) = 19 ==> Acquired

    Display Third Eye

    Discard Blessing of the Pallid Princess to explore again.
    #2: Henchman Proxy B1

    Animated Object:

    Core
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 12+##
    OR Arcane 7+#
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    No other local character ==> Raheli encounters
    Recharge Blessing of Yaezhing for Dex+2d8
    Arueshalae's Gift for 1d4+1
    Recharge Old Salt for +6
    Recharge Dryad Sandals for +1d4+4
    Combat DC12+12: 1d12 + 2 + 2d8 + 1d4 + 1 + 1d4 + 4 + 6 ⇒ (6) + 2 + (3, 6) + (4) + 1 + (3) + 4 + 6 = 35 ==> Defeated and by more than 5

    Display Steal Soul
    Draw card ==> Staff of Curses

    What item: 1d4 ⇒ 3 ==> Armor

    Kazavon's Shield:

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

    Fortitude DC12: 1d12 + 2 + 2 ⇒ (2) + 2 + 2 = 6 ==> Banished. Also Hour Power ==> Drained.

    Closing: Bury 2 cards ==> Staff of Curses, Gem of Physical Prowess ==> CLOSED!

    Heal 1 card ==> Wayfinder

    7 Hand < 8 Discards, so no further discards

    Move to #0: Base
    Explore and draw all cards (#5 = Ketrik) and keep #2: Jayna Lemore
    Display Jayna Lemore
    Heal a card ==> Swipe

    End Turn:
    Bury Swipe to remove Drained
    Reset hand. 7 Hand = 7 Discards, so no further discards.

    "

    Raheli wrote:

    Hand: Black Spot, Mass Cure, Ring of Regeneration, Staff of Life, Wayfinder, Dryad Sandals, Blessing of Yaezhing,

    Displayed: Shapechange (Core), Moise, Third Eye, Steal Soul, Jayna Lemore,
    Deck: 4 Discard: 7 Buried: 3
    Current Location: #0: Base
    Hero Points: 1
    Tier.XP: 6.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: Reduce Monster DC by 7
    Mass Cure: for healing
    Movement: If location close, move to #0: Base
    Other: [X] [X] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Boots of Alacrity, Old Salt, Shy Ratani, Blessing of Abadar
    Recharged:
    Discard Pile: Corrosion, Star Candles, Apprentice, Embalming Fluid, Giant Form, Blessing of the Savored Sting, Blessing of the Pallid Princess,
    Buried Pile: Staff of Curses, Gem of Physical Prowess, Swipe,

    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 recharged (☑ 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: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Out of Turn Updates

    Hour = 1 Zetha/Matsu_Kurisu: The Gold-fisted
    When this is the hour: When you acquire a boon, you may recharge a card.

    Start of Turn
    At: ##0: Base
    Draw M1 Shining Child (AD5), M2 Infernal Warhounds (AD6) to hand

    Display Arueshale's gift on Charisma +1d4+1

    Give: No
    Move: #6: Crypt
    At This Location: The difficulty of checks against Undead banes is increased by 3.

    Recovery Augury(Monster)
    1: Dybbuk, Monster 5 - RECHARGE
    2: Ash Giant Zombie, Monster 5 - RECHARGE
    3: Restoration, Spell 4, SHUFFLED

    Free explore Top card(3-11): 1d9 + 2 ⇒ (7) + 2 = 9 = 9: Ghast, Monster 3: Combat 25(13+6+6)

    Spoiler:
    Traits:
    Ghoul
    Undead
    Veteran
    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.

    Banish M1 Shining Child (AD5)2 to use Stealth 1d10+4+3, Arueshale's gift +1d4+1, Steal Soul +1d4, Cockroach Coat +1d4
    Undead +3DC
    BYA Fortitude 9(6+3): 1d10 + 4 + 3 + 1d4 + 1 + 1d4 + 1d4 ⇒ (8) + 4 + 3 + (4) + 1 + (3) + (4) = 27 Success

    Undead +3DC
    Athez 1d10+4+3+6+2d6, Steal Soul +1d4, Cockroach Coat +1d4
    Combat 28(25+3): 1d10 + 4 + 3 + 6 + 2d6 + 1d4 + 1d4 ⇒ (6) + 4 + 3 + 6 + (6, 4) + (2) + (3) = 34 Success, >5 Hammers discard(No)

    Reload Vizier, examine(Top card(3-8,10,11): 1d8 ⇒ 7, discard Vizier to explore = 10: Friendly Game of Sredna, Barrier 4: Strength 7

    Spoiler:
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

    Banish M2 Infernal Warhounds (AD6) to use Stealth 1d10+4+3, Arueshale's gift +1d4+1, Steal Soul +1d4, Cockroach Coat +1d4
    Strength 7/13/17: 1d10 + 4 + 3 + 1d4 + 1 + 1d4 + 1d4 ⇒ (10) + 4 + 3 + (1) + 1 + (1) + (4) = 24 Success >10. If we care about respect points, will remove Friendly Game of Sredna from the game and gain 2 respect points.

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.
    Arueshale's gift on Charisma +1d4+1, Steal Soul +1d4
    Augury: Arcane 8: 1d10 + 2 + 2 + 1d4 + 1 + 1d4 ⇒ (3) + 2 + 2 + (2) + 1 + (3) = 13 -> Augury recharged .

    Zetha resets her hand.
    Discard
    Draw up Haste, Blessing of Norgorber, Faithful Hound

    Scenario.Closed location: Max Hand(7) > Discards(9) = No. Discard from hand( ), discard from deck( )

    Summary
    Location = #6: Crypt random(3-8,11),1,2
    Acquired =
    Banished = 9: Ghast, 10: Friendly Game of Sredna
    Examined =
    Display: =

    Location = #0: Base
    Acquired =
    Examined =

    From Box = M1 Shining Child (AD5), M2 Infernal Warhounds (AD6),

    Give =

    Used =

    Other = If we care about respect points, will remove Friendly Game of Sredna from the game and gain 2 respect points.

    "

    Zetha wrote:

    Hand: ac Enhance, Blessing of Achaekek, Blessing of Maat, M2 Immortal Ichor (AD6) , Haste, Blessing of Norgorber, Faithful Hound,

    Displayed: Ahtez, Cockroach Coat, lt Steal Soul,
    Deck: 9 Discard: 9 Buried: 3
    Hero Points: 3
    NOTES:
    Available Support: Distant: All support available
    Local:
    Movement: On Close: Move Zetha to Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): M3 Soul Mistress (AD5), Ophidian Armor, Entice, Deadened Shadows Cloak, Scrying (Old), M4 Mobogo (AD6)
    Recharged: Blazing Servant, Bound Imp,
    Discard Pile: ac Formian Myrmidon, Secret Broker, Blessing of Abadar, ac Meteor Swarm (AD6), M1 Shining Child (AD5), ac Scabbard of Keen Edges, Good Omen (Core), Heister, Vizier,
    Buried Pile: ac Aviva Racovick, ac Ice Strike (AD3), 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
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    - Arcane: Charisma +2
    - Diplomacy: Charisma +1

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
    [X] 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 Arue's turn. The hour is Erastil's Eye. Hour Power: If you are at a Wild location, you may discard a card to explore.

    At the start of her turn, Arue examines Repository Card 1: Forbiddance. Nasty barrier that Arue cannot deal with.

    Arue will move to Ossuary

    She will explore to encounter Ossuary Card 1: Greater Bolstering Armor. Unfortunately, not something that Arue can acquire either. It gets banished.

    Arue will banish Charm Person to draw Random Ally 1: Aerilaya.

    Arue will then recharge her Dust of Revealing to examine Ossuary Card 2: Deathbane Throwing Axe. Not a bane.

    Arue will end her turn and reset her hand. When she resets, her discard pile has 3 cards which is less than 7. She discards The Mute Hag from her deck and Aerilaya from her hand.

    Arueshalae wrote:

    Hand: Swallowtail Bracers, Vindicator, Lady Luck, Third Eye, Lamashtu's Madness, Venster Arabasti,

    Displayed: Greater Bolstering Armor,
    Deck: 9 Discard: 5 Buried: 4
    Current Location: Ossuary
    Hero Points: 0
    NOTES:
    Available Support: Use my Blessings whenever you need them
    Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pharasma's Knowing, Deathbane Light Crossbow, Desna's Freedom, Belt of Physical Might
    Recharged: Gem of Mental Acuity (Core), Cerulean Mastermind, Limning Starknife, Skoan-quah Boneslayer, Dust of Revealing,
    Discard Pile: Nightspear, Starbow, The Midwife, The Mute Hag, Aerilaya,
    Buried Pile: Moise, Red War Paint, The Marriage, Charm Person,

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

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


    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 #.

    Reward Powers

    For the rest of the Adventure Path, after you use the Base’s power to recharge cards, you may move or shuffle your deck.

    For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.

    During This Scenario: After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Additional Rules: Harrow: The Cyclone, Suit: Hammers

    WILDCARDS

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

    STORY BANES

    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver—Proxy A, Animated Objects—Proxy B

    Danger:

    Taniniver:

    Story Bane
    Traits:
    Dragon

    To Defeat:
    Constitution
    Fortitude 10THEN
    Combat 24

    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Scenario Level (#): 6

    Turn: 17, Ostog/MauveAvengr

    Random Cards:

    Monsters
    Spoiler:
    Ancient Black Dragon
    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

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

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

    Spoiler:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

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

    Barriers
    Spoiler:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.

    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:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

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

    Spoiler:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

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

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

    Spoiler:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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


    Spoiler:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 15
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

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


    Spoiler:
    Corrosive Storm
    CotCT
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 13
    Freely display. While displayed:
    * On combat checks, add 2d6 and the Acid trait.
    * At the end of the turn, banish; each other character suffers 1 Acid damage.

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


    Spoiler:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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


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

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


    Armors
    Spoiler:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

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

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

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

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

    Items
    Spoiler:
    Ring of Energy Resistance
    CotCT
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.

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

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

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


    Spoiler:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

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

    Allies
    Spoiler:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.

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

    Spoiler:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.

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

    Spoiler:
    Hippogriff Fledgling
    CotCT
    Ally 4
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
    Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

    Blessings
    Spoiler:
    The 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.

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

    Spoiler:
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

    Spoiler:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    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:
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    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.

    Hour Power: On your Strength check, add 2.

    Current Hour:

    The Bear:
    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.

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/kuey:
    Spoiler:
    Hourglass Card 1 Raheli/kuey
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 2 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Zetha/Matsu_Kurisu
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 3 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 3 Arueshalae/Akaitora
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 4 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Ostog/MauveAvengr
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    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 5 Raheli/kuey:
    Spoiler:
    Hourglass Card 5 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 6 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 Zetha/Matsu_Kurisu
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 7 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 7 Arueshalae/Akaitora
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 8 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 8 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 9 Raheli/kuey:
    Spoiler:
    Hourglass Card 9 Raheli/kuey
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 10 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 Zetha/Matsu_Kurisu
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 11 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 11 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 12 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Raheli/kuey:
    Spoiler:
    Hourglass Card 13 Raheli/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Scenario Deck Card 1 (Taniniver):

    Taniniver
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.
    Scenario Deck Card 2 (Animated Object):

    Animated Object
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 12+##
    OR Arcane 7+#
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    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: Raheli/kuey, None

    Base Card 1 (Boors):
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 2 (Pathfinder Chronicler):
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 3 (Pathfinder Bodyguard):
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 4 (Ketrik):
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ostog/MauveAvengr, None
    Repository Card 1 (Forbiddance):
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.
    Repository Card 2 (Blackjack's Gear):
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Arueshalae/Akaitora, None
    Ossuary Card 1 (Deathbane Throwing Axe):
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Ossuary Card 2:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 3:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.
    Ossuary Card 4:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Ossuary Card 5:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Ossuary Card 6:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Ossuary Card 7:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Ossuary Card 8:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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

    Ossuary Card 9:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Ossuary Card 10:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Zetha/Matsu_Kurisu, None
    Crypt Card 1:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Crypt Card 2:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Crypt Card 3:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

    Crypt Card 4:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    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.
    Crypt Card 5:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Crypt Card 6:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Crypt Card 7:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.

    Crypt Card 8 (Dybbuk):
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Crypt Card 9 (Ash Giant Zombie):
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.


    Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
    Out of Turn Updates: Arueshalae's Gift adds 1d4+1 to all Strength checks.

    Turn: Turn 17 - The Bear

    The Bear:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Hour Power: On your Strength check, add 2.

    SOT: N/a

    Move: Move to Ossuary

    Explore: Deathbane Throwing Axe

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

    Melee 13: 1d10 + 6 + 2 + 1d4 ⇒ (2) + 6 + 2 + (4) = 14

    Acquired! Recharge Legionnaire Chaplain to shuffle in the discarded Lady of Valor into deck.

    End Turn: Reset hand. Hand Size (5) exceeds total discards (10) so no discards.

    Recharge Runechill Hatchet and Dwarven Earthbreaker during EOT, before reset.

    [u]Summary[/u]:
    Move: Repository -> Ossuary
    Acquired: Ossuary Card 1: Deathbane Throwing Axe
    Banished: N/a
    Examined: N/a
    Random Card(s) Used: N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Ostog wrote:

    Hand: Ashbringer (loot), Deathbane Throwing Axe, Ring of Stony Flesh, Pit Gladiator, Mountaineer,

    Displayed:
    Deck: 7 Discard: 10 Buried: 3
    Current Location: Ossuary
    Hero Points: 4
    Paizo Reroll: 6D - USED
    NOTES:
    Available Support: Blessings!
    Mountaineer: +2d8 to ANY Survival check
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Topaz of Strength, Lady of Valor (loot), Belt of Physical Might, Speed Battleaxe, Legionnaire Chaplain
    Recharged: Runechill Hatchet +2, Dwarven Earthbreaker +1,
    Discard Pile: Blessing of Shax, Blessing of the Father of Creation, Defiant Nodachi +3, Orange War Paint, Verminbane Warhammer, Blessing of Angradd, Horrorbane Heavy Pick, Shocking Sawtooth Saber (loot), Bear, Pillaging Mace,
    Buried Pile: Belt of Giant Strength, Grappler's Mask, Blessing of Tsukiyo,

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

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


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 18: The Crows
    Hour Power: When you would bury a boon, succeed at its check to acquire or banish it instead.
    SOT:
    Arueshalae's Gift adds 1d4+1 to all Dex checks.
    Shapechange: Your Strength, Dexterity, and Constitution skills are 1d12+2.
    Reveal Ring of Regeneration to recharge random discard ==> Corrosion
    Give Card: Nil
    Move: Move to #4: Repository
    Explore:
    For all checks, Steal Soul for +1d4

    #1: Forbiddance:

    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.

    Recharge Dryad Sandals for +1d4+4
    Arcane DC15: 1d8 + 5 + 1d4 + 1d4 + 4 ⇒ (7) + 5 + (4) + (1) + 4 = 21 ==> Defeated

    Discard Blessing of Yaezhing to encounter next card

    #2: Blackjack's Gear:

    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

    Arueshalae's Gift for +1d4+1
    Disable DC10: 1d10 + 6 + 1d4 + 1d4 + 1 ⇒ (4) + 6 + (3) + (4) + 1 = 18 ==> Acquired

    Display Blackjack's Gear

    Closing: Summon Item

    Ring of Energy Resistance:

    CotCT
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.

    Arcane DC9: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (4) = 13 ==> Acquired

    #4: Repository ==> CLOSED!
    Permanently Closed, Recharge 1d4 ⇒ 2 boons ==> Mass Cure, Staff of Life
    7 Hand = 7 Discards, so no further discards.

    Move to #0: Base
    Explore and draw Pathfinder Chronicler
    Heal a card ==> Blessing of Yaezhing

    End Turn:
    Reveal Ring of Regeneration to recharge random discard ==> Giant Form
    7 Hand > 5 Discards ==> discardWayfinder from hand, and Blessing of Yaezhing from deck
    Reset hand.

    "

    Raheli wrote:

    Hand: Black Spot, Ring of Regeneration, Ring of Energy Resistance, Mass Cure, Staff of Life, Boots of Alacrity, Corrosion,

    Displayed: Shapechange (Core), Moise, Third Eye, Steal Soul, Jayna Lemore, Blackjack's Gear, Pathfinder Chronicler,
    Deck: 5 Discard: 7 Buried: 3
    Current Location: #0: Base
    Hero Points: 1
    Tier.XP: 6.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Black Spot: Reduce Monster DC by 7
    Mass Cure, Staff of Life; Moise: for healing
    Corrosion: +1 die vs Barrier
    Pathfinder Chronicler: examine top 3 cards
    Jayna Lemore: +1d6 Combat; Local ignore BYA or AYA
    Movement: If location close, move to #0: Base
    Other: [X] [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): Dryad Sandals, Blessing of Abadar, Old Salt, Shy Ratani
    Recharged: Giant Form,
    Discard Pile: Star Candles, Apprentice, Embalming Fluid, Blessing of the Savored Sting, Blessing of the Pallid Princess, Wayfinder, Blessing of Yaezhing,
    Buried Pile: Staff of Curses, Gem of Physical Prowess, Swipe,

    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 recharged (☑ 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: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Out of Turn Updates

    Hour = 2 Zetha/Matsu_Kurisu: Lady Luck
    When this is the hour: When you play a blessing, you may give a card to any character.

    Start of Turn
    At: #6: Crypt
    Draw M1 Ancient Black Dragon (AD6), M2 Manananggal (AD5) to hand

    Display Arueshale's gift on Charisma +1d4+1

    Give: No
    Move: No
    At This Location: The difficulty of checks against Undead banes is increased by 3.

    Raheli buries Pathfinder Chronicler to examine 3
    Crypt Card 1: Cytillipede, Monster 4
    Crypt Card 2: Trapped Chest, Barrier 1
    Crypt Card 3: Quickened Ray, Spell 5

    Display Faithful Hound @ #6: Crypt

    Free explore = 1: Cytillipede, Monster 4: Combat 16

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

    Banish M2 Manananggal (AD5) to use Stealth 1d10+4+3, Steal Soul +1d4, Cockroach Coat +1d4
    BYA Fortitude 7: 1d10 + 4 + 3 + 1d4 + 1d4 ⇒ (4) + 4 + 3 + (3) + (2) = 16 Success

    Athez 1d10+4+3+6+2d6, Steal Soul +1d4, Cockroach Coat +1d4
    Combat 16/21: 1d10 + 4 + 3 + 6 + 2d6 + 1d4 + 1d4 ⇒ (2) + 4 + 3 + 6 + (2, 4) + (2) + (2) = 25 Success, >5 Hammers discard(No)

    Recovery Haste explore = 2: Trapped Chest, Barrier 1: Disable 13(7+6)

    Spoiler:
    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.

    Banish M1 Ancient Black Dragon (AD6) to use Stealth 1d10+4+3, Steal Soul +1d4, Cockroach Coat +1d4
    Disable 13: 1d10 + 4 + 3 + 1d4 + 1d4 ⇒ (1) + 4 + 3 + (3) + (3) = 14 Banished

    Summon & Encounter I1: Ring of Energy Resistance, Item 6: Arcane 9

    Spoiler:
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.

    Arcane 1d10+2+2, Steal Soul +1d4, Arueshale's Gift +1d4+1
    Arcane 9: 1d10 + 2 + 2 + 1d4 + 1d4 + 1 ⇒ (5) + 2 + 2 + (1) + (4) + 1 = 15 Acquired

    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.
    Arueshale's gift on Charisma +1d4+1, Steal Soul +1d4
    Haste: Arcane 10: 1d10 + 2 + 2 + 1d4 + 1 + 1d4 ⇒ (6) + 2 + 2 + (3) + 1 + (1) = 15 -> Haste recharged .

    Zetha resets her hand.
    Discard
    Draw up M4 Mobogo (AD6)

    Scenario.Closed location: Max Hand(7) > Discards(9) = No. Discard from hand( ), discard from deck( )

    Summary
    Location = #6: Crypt
    Acquired = I1: Ring of Energy Resistance
    Banished = 1: Cytillipede, 2: Trapped Chest,
    Examined = 3: Quickened Ray,
    Display: = Faithful Hound @ #6: Crypt

    Location = #0: Base
    Acquired =
    Examined =

    From Box = M1 Ancient Black Dragon (AD6), M2 Manananggal (AD5), I1: Ring of Energy Resistance

    Give =

    Used = Raheli buries Pathfinder Chronicler to examine 3

    Other =

    "

    Zetha wrote:

    Hand: ac Enhance, Blessing of Achaekek, Blessing of Maat, M2 Immortal Ichor (AD6) , ac Ring of Energy Resistance, Blessing of Norgorber, M4 Mobogo (AD6),

    Displayed: Ahtez, Cockroach Coat, lt Steal Soul, Faithful Hound,
    Deck: 9 Discard: 9 Buried: 3
    Hero Points: 3
    NOTES:
    Available Support: Distant: All support available
    Local:
    Movement: On Close: Move Zetha to Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): M3 Soul Mistress (AD5), Entice, Deadened Shadows Cloak, Ophidian Armor, Scrying (Old)
    Recharged: Blazing Servant, Bound Imp, Haste,
    Discard Pile: ac Formian Myrmidon, Secret Broker, Blessing of Abadar, ac Meteor Swarm (AD6), M1 Shining Child (AD5), ac Scabbard of Keen Edges, Good Omen (Core), Heister, Vizier,
    Buried Pile: ac Aviva Racovick, ac Ice Strike (AD3), 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
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    - Arcane: Charisma +2
    - Diplomacy: Charisma +1

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
    [X] 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

    Before the end of Zetha's turn, Arue displays her Third Eye.

    Starting Arue's turn. The hour is The Empty Throne. Hour Power: On your check, you may banish a boon to reroll a die.

    At the start of her turn, Arue examines Ossuary Card 2: Proxy B - Animated Object.

    Not really looking to close that location just yet, so Arue will move to Crypt.

    At the end of Arue's move step, Arue's Third Eye allows her to examine Crypt Card 3: Quickened Ray, a magic card! She will encounter it, though she can't easily make the check so she will banish it.

    For Arue's free exploration, she will encounter Crypt Card 4: Asmodeus's Tyranny. That's more like it. Arue will reveal her Swallowtail Bracers to add 1 to her non-combat check.

    CtA Diplomacy 11: 1d12 + 6 + 1 ⇒ (3) + 6 + 1 = 10

    Welp...Arue will then discard Venster Arabasti to draw the hour, The Empty Throne, and then discard it to explore ignoring Bane's BYA and AYA powers.

    Arue encounters Crypt Card 5: Restoration. Another one Arue can't really acquire, so it gets banished.

    Arue will then end her turn. Her discard pile has exactly 7 cards,so no more discards from the scenario effect.

    Arueshalae wrote:

    Hand: Swallowtail Bracers, Vindicator, Lady Luck, Pharasma's Knowing, Lamashtu's Madness, Desna's Freedom, Belt of Physical Might,

    Displayed: Greater Bolstering Armor, Third Eye,
    Deck: 6 Discard: 7 Buried: 4
    Current Location: Crypt
    Hero Points: 0
    NOTES:
    Available Support: Use my Blessings whenever you need them
    Other: Arueshalae's gift will be displayed on everyone after their turn starts on a skill of their choice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathbane Light Crossbow
    Recharged: Gem of Mental Acuity (Core), Cerulean Mastermind, Limning Starknife, Skoan-quah Boneslayer, Dust of Revealing,
    Discard Pile: Nightspear, Starbow, The Midwife, The Mute Hag, Aerilaya, Venster Arabasti, The Empty Throne,
    Buried Pile: Moise, Red War Paint, The Marriage, Charm Person,

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

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


    Turn Order: MauveAvengr/Ostog, kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae
    Out of Turn Updates: Arueshalae's Gift adds 1d4+1 to all Strength checks.

    Turn: Turn 21 - The Demon's Lantern

    The Demon's Lantern:
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    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.

    Hour Power: On your check against a barrier, the difficulty is increased by 3

    SOT: N/a

    Move: Stay at Ossuary

    Explore: Henchman Proxy B4

    Animated Object:
    Animated Object
    Core
    Story Bane
    Type: Monster 1
    Traits:
    Construct
    Veteran
    Check to Defeat:
    Combat 12+##
    OR Arcane 7+#
    Power:
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item

    Only local character. Reveal Ashbringer to do Melee+1d10+3+1d8.

    Combat 12+6+6=24: 1d10 + 6 + 1d10 + 3 + 1d8 + 1d4 + 1 ⇒ (2) + 6 + (4) + 3 + (6) + (3) + 1 = 25

    Defeated. Due to Harrow of Hammers, discard the top card of deck - Speed Battleaxe

    Boon?: 1d4 ⇒ 4

    Summon and encounter random item - Blue War Paint

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

    Melee 4: 1d10 + 6 ⇒ (8) + 6 = 14

    Auto-acquire. Now can attempt to close. Summon and encounter Ancient Skeleton

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

    Recharge Blue War Paint to reduce BYA damage by 3 to 0. For combat, reveal Ashbringer to do Melee+1d10+3+1d8. Freely discard Deathbane Throwing Axe to add 2d6+2.

    Combat 11+6+6=23: 1d10 + 6 + 1d10 + 3 + 1d8 + 2d6 + 2 + 1d4 + 1 ⇒ (7) + 6 + (3) + 3 + (8) + (4, 4) + 2 + (4) + 1 = 42

    Defeated. Move to Crypt.

    End Turn: Reset hand. Hand Size (5) exceeds total discards (10) so no discards.

    [u]Summary[/u]:
    Move: Ossuary -> Crypt
    Acquired: N/a
    Banished: Ossuary Card 2: Henchman Proxy B2 aka Animated Object
    Examined: N/a
    Random Card(s) Used: Random Item 2: Blue War Paint
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Ostog wrote:

    Hand: Ashbringer (loot), Ring of Stony Flesh, Pit Gladiator, Mountaineer, Lady of Valor (loot),

    Displayed:
    Deck: 6 Discard: 12 Buried: 3
    Current Location: Crypt
    Hero Points: 4
    Paizo Reroll: 6D - USED
    NOTES:
    Available Support: Blessings!
    Mountaineer: +2d8 to ANY Survival check
    Other: Hi I'm Ostog. Please bot me if I need to Guard my location

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Topaz of Strength, Belt of Physical Might, Legionnaire Chaplain
    Recharged: Runechill Hatchet +2, Dwarven Earthbreaker +1, Blue War Paint,
    Discard Pile: Blessing of Shax, Blessing of the Father of Creation, Defiant Nodachi +3, Orange War Paint, Verminbane Warhammer, Blessing of Angradd, Horrorbane Heavy Pick, Shocking Sawtooth Saber (loot), Bear, Pillaging Mace, Speed Battleaxe, Deathbane Throwing Axe,
    Buried Pile: Belt of Giant Strength, Grappler's Mask, Blessing of Tsukiyo,

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

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


    Zetha encountered the same random Item (Ring of Energy Resistance) that Raheli had already acquired; Ostog took the next one (Blue War Paint), so Zetha should retcon an attempt at the next random Item (Bottled Lightning).

    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 #.

    Reward Powers

    For the rest of the Adventure Path, after you use the Base’s power to recharge cards, you may move or shuffle your deck.

    For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.

    During This Scenario: After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Additional Rules: Harrow: The Cyclone, Suit: Hammers

    WILDCARDS

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

    STORY BANES

    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver—Proxy A, Animated Objects—Proxy B

    Danger:

    Taniniver:

    Story Bane
    Traits:
    Dragon

    To Defeat:
    Constitution
    Fortitude 10THEN
    Combat 24

    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Scenario Level (#): 6

    Turn: 22, Raheli/kuey

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

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

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

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


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

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

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

    Spoiler:
    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:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.

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

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

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

    Spoiler:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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


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

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


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

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


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

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

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

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

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

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

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

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

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


    Spoiler:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


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

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


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

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

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

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

    Spoiler:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


    Spoiler:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    Healing
    To Acquire:
    WisdomSurvival 11
    OR Divine 9
    At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

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

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

    Spoiler:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

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

    Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.

    Current Hour:

    The First:
    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.

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 Zetha/Matsu_Kurisu
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 2 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 2 Arueshalae/Akaitora
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 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
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 5 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 Zetha/Matsu_Kurisu
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 6 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 6 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 7 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Ostog/MauveAvengr
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Raheli/kuey:
    Spoiler:
    Hourglass Card 8 Raheli/kuey
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Scenario Deck Card 1 (Taniniver):

    Taniniver
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.
    Scenario Deck Card 2 (Animated Object):

    Animated Object
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 12+##
    OR Arcane 7+#
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

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

    Base Card 1 (Boors):
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 2 (Pathfinder Bodyguard):
    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 (Ketrik):
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Location #6: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/Matsu_Kurisu, Arueshalae/Akaitora, Ostog/MauveAvengr, None
    Crypt Card 1:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Crypt Card 2:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.

    Crypt Card 3 (Dybbuk):
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Crypt Card 4 (Ash Giant Zombie):
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Dark Archive

    Out of Turn Updates
    Encountering I3 Bottled Lightning instead of I1: Ring of Energy Resistance

    Bottled Lightning, Item 4: Intelligence 12

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

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


    Banish M4 Mobogo (AD6) to use Stealth 1d10+4+3, Steal Soul +1d4, Cockroach Coat +1d4
    Intelligence 12: 1d10 + 4 + 3 + 1d4 + 1d4 ⇒ (3) + 4 + 3 + (4) + (1) = 15 Acquired

    Correcting hand reset
    Draw Scrying (Old)

    "

    Zetha wrote:

    Hand: ac Enhance, Blessing of Achaekek, Blessing of Maat, M2 Immortal Ichor (AD6) , ac Bottled Lightning, Blessing of Norgorber, Scrying (Old),

    Displayed: Ahtez, Cockroach Coat, lt Steal Soul, Faithful Hound,
    Deck: 8 Discard: 9 Buried: 3
    Hero Points: 3
    NOTES:
    Available Support: Distant: All support available
    Local:
    Movement: On Close: Move Zetha to Base

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): M3 Soul Mistress (AD5), Ophidian Armor, Deadened Shadows Cloak, Entice
    Recharged: Blazing Servant, Bound Imp, Haste,
    Discard Pile: ac Formian Myrmidon, Secret Broker, Blessing of Abadar, ac Meteor Swarm (AD6), M1 Shining Child (AD5), ac Scabbard of Keen Edges, Good Omen (Core), Heister, Vizier,
    Buried Pile: ac Aviva Racovick, ac Ice Strike (AD3), 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
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    - Arcane: Charisma +2
    - Diplomacy: Charisma +1

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an Attack spell, banish it.
    At the start of your turn, you may draw 1 new monster ([X] or 2 new monsters).
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(~ or to add 1d6 to your check to defeat a barrier)(~ or immediately after evading an encounter, to explore your location).
    [X] When you play Ahtez for your combat check, add 1d6 ([X] 2d6)
    [X] 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: Nil
    Turn Order: Ostog, Raheli, Zetha, Arueshalae,
    Turn: Turn 22: The First
    Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.
    SOT:
    Arueshalae's Gift adds 1d4+1 to all Dex checks.
    Shapechange: Your Strength, Dexterity, and Constitution skills are 1d12+2.
    Reveal Ring of Regeneration to recharge random discard ==> Star Candles
    Give Card: Nil
    Move: Move to #6: Crypt
    Explore:
    Steal Soul for +1d4 to all checks

    #1: Ildervok:

    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

    BYA: Everyone either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage
    Cold damage: 1d4 + 1 ⇒ (4) + 1 = 5 ==> Cohort power: recharge Corrosion to reduce to 0
    Recharge Boots of Alacrity for Dex+2d8
    Arueshalae's Gift for +1d4+1
    Recharge Ring of Energy Resistance for +1d4+6
    Put Black Spot in Recovery for -7 DC
    Location Power +3 DC
    Combat DC30+3-7: 1d12 + 2 + 2d8 + 1d4 + 1d4 + 1 + 1d4 + 6 ⇒ (11) + 2 + (8, 7) + (2) + (3) + 1 + (4) + 6 = 44 ==> Defeated
    Draw card ==> Blessing of Abadar

    End Turn:
    Recovery: Black Spot, Arcane DC6: 1d8 + 5 ⇒ (8) + 5 = 13 ==> Success!
    Reveal Ring of Regeneration to recharge random discard ==> Wayfinder
    7 Hand > 5 Discards ==> discard Ring of Regeneration from hand, and Shy Ratani from deck
    Reset hand.

    "

    Raheli wrote:

    Hand: Mass Cure, Staff of Life, Blessing of Abadar, Old Salt, Dryad Sandals, Giant Form, Star Candles,

    Displayed: Shapechange (Core), Moise, Third Eye, Steal Soul, Jayna Lemore, Blackjack's Gear, Pathfinder Chronicler,
    Deck: 5 Discard: 7 Buried: 3
    Current Location: #6: Crypt
    Hero Points: 1
    Tier.XP: 6.3
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessing: Use as needed
    Mass Cure, Staff of Life; Moise: for healing
    Jayna Lemore: after +1d6 Combat; Local ignore BYA or AYA
    Movement: If location close, move to #0: Base
    Other: [X] [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: Corrosion, Boots of Alacrity, Ring of Energy Resistance, Black Spot, Wayfinder,
    Discard Pile: Apprentice, Embalming Fluid, Blessing of the Savored Sting, Blessing of the Pallid Princess, Blessing of Yaezhing, Ring of Regeneration, Shy Ratani,
    Buried Pile: Staff of Curses, Gem of Physical Prowess, Swipe,

    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 recharged (☑ 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: kuey/Raheli, Matsu Kurisu/Zetha, Akaitora/Arueshalae, MauveAvengr/Ostog,

    Out of Turn Updates
    Ildervok: Cold damage: 1d4 + 1 ⇒ (4) + 1 = 5 Banish M2 Immortal Ichor (AD6) to reduce by 7 to 0

    Hour = 2 Zetha/Matsu_Kurisu: Irori's Mastery
    When this is the hour: On your blessed check, you may reroll any dice showing 1.

    Start of Turn
    At: #6: Crypt
    Draw M1 Azer (AD1), M2 Troll (AD2) to hand

    Display Arueshale's gift on Charisma +1d4+1

    Give: No
    Move: No
    At This Location: The difficulty of checks against Undead banes is increased by 3.

    Display ac Enhance(Stealth)

    Free Explore = 2: Demilich, Story Bane 4: Combat 26(14+6+6) THEN Combat 24(12+6+6) OR Divine 15(9+6)

    Spoiler:
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat: Combat 14+## THEN Combat 12+## OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.
    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.
    If undefeated, bury your deck or role card.


    each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.
    Raheli buries Jayna Lemore to for Zetha to ignore BYA
    Athez 1d10+4+3+6+2d6, enhance +7, Steal Soul +1d4, Cockroach Coat +1d4, discard bury Blessing of Achaekek +2d10
    Combat 29(26+3)/34: 1d10 + 4 + 3 + 6 + 2d6 + 7 + 1d4 + 1d4 + 2d10 ⇒ (2) + 4 + 3 + 6 + (4, 3) + 7 + (2) + (3) + (9, 2) = 45 Defeated by >5

    Athez 1d10+4+3+6+2d6, enhance +7, Steal Soul +1d4, Cockroach Coat +1d4, Faithfull hounds(ac Bottled Lightning) +2d4
    Combat 27(24+3)/32: 1d10 + 4 + 3 + 6 + 2d6 + 7 + 1d4 + 1d4 + 2d4 ⇒ (5) + 4 + 3 + 6 + (6, 1) + 7 + (3) + (3) + (3, 2) = 43 Defeated by >5
    Lich undefeated?: 1d4 ⇒ 3 - Nope!

    Location #6: Crypt
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. (Hourglass Card 2 Arueshalae/Akaitora: The Courtesan, Blessing 1 - DRAW )

    We Win!!


     
     
     
     
     
    DEVELOPMENT

    You manage to destroy the demilich Yin and his taniniver minion, and you think you’ve triggered or disabled all the nefarious traps. The treasure is yours.

    But before you can figure out how to get it all out of here, you need to find Trazavai's phylactery. It takes several hours, but eventually you find a magical glass container filled with swirling mist. With a mix of pleasure and relief, you use a large diamond to smash the relic. As you do, the vapor within rises and expands, then floats toward the entrance.

    At last, Trazavai is gone forever. You’ve destroyed the liches and acquired a hoard of treasure vast enough to live a life of luxury for the rest of your days, even after paying off whatever bounty the Red Mantis have on your head. But can your adventurer‘s spirit resist the urge to find out what’s inside the mysterious mist?

    Reward

    Loot: the item Ring of Splendid Security.
    Each character may search the vault for a boon and draw it. Adventure Card Society characters may choose a bonus deck upgrade.

    Adventure Reward

    Each player chooses one of their Pathfinder Adventure Card Society characters. That character may treat the following cards as 1 level lower: spells Deathgrip, Divine Blaze, Holy Javelin, Holy Light, Vampiric Touch; items Ambrosia, White War Paint; weapons Mace of Smiting, all weapons whose name includes ”Deathbane.”

    Adventure Path Reward

    Each player chooses 1 of their Pathfinder Adventure Card Society characters. That character may add the item Soul Shard to their Class Deck box.

    Acquired Cards

    Aerilaya (Ally 5)
    Formian Myrmidon (Ally 6)
    The Empty Throne (Blessing 1)
    The Courtesan (Blessing 1)
    Ring of Energy Resistance (Item 6)
    Scabbard of Keen Edges (Item 5)
    Dust of Revealing (Item 4)
    Blue War Paint (Item 4)
    Blackjack's Gear (Item 4)
    Third Eye (Item 6)
    Enhance (Spell 0)
    Meteor Swarm (Spell 6)
    Giant Form (Spell 4)
    Deathbane Throwing Axe (Weapon 5)
    Speed Battleaxe (Weapon 5)
    Horrorbane Heavy Pick (Weapon 5)
    Verminbane Warhammer (Weapon 4)


     
     
     
     
     
    Scenario 6E: The Lich's Legacy

    Unable to resist the siren call of one more adventure, you step into the mist. To your surprise, you find yourself in the large parlor of an elegant manor, where several people are sitting and drinking tea.

    “Oh, hello!” says the elderly lady closest to you. “It’s simply been too long since we’ve seen new faces. Though with all that blood covering you, I do rather think you belong next door.” You must have puzzled looks on your faces, because she continues, “Are you not Trazavai’s latest conquests? We were all killed as part of his quest for immortality, and we’ve been waiting patiently for someone to free us ever since. Others among us are not so civilized.”

    At her words, an icy wind swirls through the room, whipping away your surroundings. The scene shifts and you find yourself standing in a field of dead grass with a stone wall reaching up into the misty sky. In front of the wall are hundreds of people dressed in colors as drab as their surroundings. Some of them try to climb the wall, only to fall when they reach the sky. Others pound at the stone with weapons, tools, or their bare fists, and although the wall does not look like much, none of their efforts put even a dent in it. These souls must be unable to reach the River of Souls, but you think you know a ritual to liberate them. As you try to get someone‘s attention, another gust of wind comes up, changing the scene yet again.

    Jeers assail your ears as you appear on the field of a huge arena where even more souls are scattered throughout the stands. Thirty feet in front of you, two gladiators are locked in battle. One stabs the other through the heart, and the latter falls to the ground. Within seconds, a shimmering haze surrounds her, and she comes to her feet, alive once more.

    “New blood!” someone shouts, pointing at you, and the spectators all raise their weapons and head straight for you. You quickly begin the opening steps of the ritual. You’re going to have to figure out how to conduct it with crowds of angry souls swarming you, because while they may be unable to escape their undying state, you're pretty sure their weapons can kill.

    STORY BANES

    Danger: Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
    Villain: None
    Henchmen (Closing): None

    Setup

    Display the Perils and the Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

    When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic—Proxy A and a closing henchman Planar Rift—Proxy B.

    After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

    DURING THIS SCENARIO

    When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.

    On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

    When a bane is defeated and would be banished, recharge it into its location instead.

    To win, close a number of locations equal to 4 more than the number of characters.


    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 #.

    Reward Powers

    For the rest of the Adventure Path, after you use the Base’s power to recharge cards, you may move or shuffle your deck.

    For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.

    During This Scenario: When a location is closed and banished, build a random location from the demiplane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.

    On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

    When a bane is defeated and would be banished, recharge it into its location instead.

    To win, close a number of locations equal to 4 more than the number of characters.

    Additional Rules: Harrow: The Betrayal, Suit: Crowns

    WILDCARDS

    STORY BANES

    Danger: Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
    Villain: None
    Henchmen (Closing): Mysterious Relic—Proxy A, Planar Rift—Proxy B.

    Demiplane Stack:

    Spoiler:
    Swamp

    Spoiler:
    Graveyard

    Spoiler:
    Tower

    Spoiler:
    Spider Nest

    Spoiler:
    Bank of Abadar

    Spoiler:
    Abandoned Shacks

    Spoiler:
    Lair

    Spoiler:
    Trail

    Scenario Level (#): 6

    Turn: 0, Zetha/Matsu_Kurisu

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

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

    Spoiler:
    Ancient Black Dragon
    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

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

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

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

    Spoiler:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit
    2. Cultist
    3. Rescue
    4. Thug

    For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.


    Spoiler:
    Curse of the Worm
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Knowledge 14
    OR Wisdom
    Divine 12
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.

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

    Weapons
    Spoiler:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

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

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

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

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

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

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


    Spoiler:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 15
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

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


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

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


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

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


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

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


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

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

    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

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

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

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

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

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


    Spoiler:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

    Allies
    Spoiler:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

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

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

    Spoiler:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

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

    Blessings
    Spoiler:
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

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

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

    Spoiler:
    The 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.

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 1 Arueshalae/Akaitora
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    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 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Ostog/MauveAvengr
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 3 Raheli/kuey:
    Spoiler:
    Hourglass Card 3 Raheli/kuey
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 4 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Zetha/Matsu_Kurisu
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 5 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 5 Arueshalae/Akaitora
    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.
    Hourglass Card 6 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 6 Ostog/MauveAvengr
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 7 Raheli/kuey:
    Spoiler:
    Hourglass Card 7 Raheli/kuey
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 8 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Zetha/Matsu_Kurisu
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 9 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 9 Arueshalae/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 10 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 10 Ostog/MauveAvengr
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 11 Raheli/kuey:
    Spoiler:
    Hourglass Card 11 Raheli/kuey
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 12 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Zetha/Matsu_Kurisu
    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 13 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 13 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 14 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Ostog/MauveAvengr
    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.
    Hourglass Card 15 Raheli/kuey:
    Spoiler:
    Hourglass Card 15 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 16 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Zetha/Matsu_Kurisu
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    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 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 17 Arueshalae/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 18 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 18 Ostog/MauveAvengr
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 19 Raheli/kuey:
    Spoiler:
    Hourglass Card 19 Raheli/kuey
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 20 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Zetha/Matsu_Kurisu
    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 21 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 21 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 22 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 22 Ostog/MauveAvengr
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 23 Raheli/kuey:
    Spoiler:
    Hourglass Card 23 Raheli/kuey
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 24 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 Zetha/Matsu_Kurisu
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 25 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 25 Arueshalae/Akaitora
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 26 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 26 Ostog/MauveAvengr
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 27 Raheli/kuey:
    Spoiler:
    Hourglass Card 27 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 28 Zetha/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 Zetha/Matsu_Kurisu
    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 29 Arueshalae/Akaitora:
    Spoiler:
    Hourglass Card 29 Arueshalae/Akaitora
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 30 Ostog/MauveAvengr:
    Spoiler:
    Hourglass Card 30 Ostog/MauveAvengr
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Scenario Deck
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Scenario Deck Card 1 (Mysterious Relic):

    Mysterious Relic
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 4+#
    OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.
    Scenario Deck Card 2 (Planar Rift):

    Planar Rift
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Magic
    Obstacle
    Veteran
    To Defeat:
    Combat 11+##
    OR Arcane
    Divine 6+#
    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.

    Location #1: Arena
    At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
    When Closing: Summon and defeat a new monster.
    When Permanently Closed: Draw a new ally.
    M: 7 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Location #2: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None

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    Community / Forums / Online Campaigns / Play-by-Post / [Gameday VIII][PACS] Year of Rotting Ruin by Mhuirich All Messageboards

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