[Gameday VIII][PACS] Year of Rotting Ruin by BR Akaitora (Inactive)

Game Master Akaitora

Year of Rotting Ruin Adventure Path.

Turn Order:
1 - Quinn/MatsuKurisu
2 - Ukuja/Bigguyinblack
3 - Grenek/AAUGHWHY
4 - Enora/EmpTyger

Hand and Loot Tracker

Current Scenario: 6-D - The Demilich's Domain
Scenario #: 6
Current Scenario Harrow Suit: Books


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Female Halfling Arcanist/White Mage Deck Handler

(Resuming turn)
Grenek buries Jayna Lemore
Combat 17: 16 + 1d6 ⇒ 16 + (6) = 22
Rajambari is banished

Discarding Blessing of the Master of Masters to explore Blood Pool 5: Skeletal Owlbeast

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

Using Pharasma’s Knowing
Perception 5: 1d4 + 1d6 ⇒ (4) + (3) = 7
Banishing Sphere of Fire to recovery, using Pharasma’s Knowing, using Blessing of the Master of Masters
Combat 14: 2d10 + 2 + 2d6 + 1d6 ⇒ (4, 9) + 2 + (4, 5) + (4) = 28
Skeletal Owlbeast is banished.

Ending turn. Recovery: Revealing Binder’s Tome
Divine 9: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (2) = 15
Sphere of Fire is recharged. Resetting hand

(From the notes of Enora, party arcanist.)

...only to be sliced down by Jayna Lemore, whose charge into the skeletal beast’s path was somehow all the more valiant for the biting goblin clinging to her shoulders, scattering the bones whose position in the blood pool, representating a reincarnative threat, I covered with incinerating fireballs.

Enora wrote:

Hand: Mind Thrust, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Cleric of Nethys, Byzantine Lexicon (recharge to bless local non-combat WIS), Fly (banish to recovery to examine 2 locations, then someone at my location may move), Life Drain,

Displayed: Pathfinder Bodyguard (bury to reduce local damage to 0/bury to let any character avenge; add +1d6 to all checks),
Deck: 9 Discard: 4 Buried: 3
Notes:
Ask before using:
Can use without asking: Pathfinder Bodyguard; Binder's Tome; Byzantine Lexicon

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2

Dark Archive

Turn order
Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,

Bury Elixir of Love for Grenek

Discard Gem of Mental Acuity for 1 combat damage on Enora/EmpTyger turn

Blessing = #2: The Tangled Briar
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.

Start of Turn

At: #1: Blood Pool

Give: No
Move: No

Free explore = 6: Lich, Story Bane 3: Combat 18(12+3+3) THEN Combat 17(11+3+3)

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

Pausing turn awaiting decision on who takes the other check and what support is available

Dark Archive

Reload Bloodroot Poison to use Knowledge +AD3
Reveal Snakebite Dagger 1d10+2+2+3+1d4+1, Freely Recharge Snakebite Dagger +1d4 Grenek's bite +1d6
#1: Combat 18: 1d10 + 2 + 2 + 3 + 1d4 + 1 + 1d4 + 1d6 ⇒ (4) + 2 + 2 + 3 + (1) + 1 + (1) + (6) = 20 - Success

Pausing turn for Grenek to coombat#2: DC17


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Draw Mithral Chain Shirt to prevent 1 combat dmg during Enora's turn then redisplay.

combat 17 revealing Wendifisa Spear for survival, reveal Fire Gecko: 1d10 + 1d12 + 1d4 + 7 ⇒ (6) + (5) + (2) + 7 = 20

Dark Archive

Lich: Before acting, succeed at a Wisdom 7(4+3) or discard the top 1d4 cards of your deck.
[Wisdom 1d8+1, discard ac The Foreign Trader +1d8
BYA: Wisdom 7: 1d8 + 1 + 1d8 ⇒ (1) + 1 + (4) = 6 - Failed
Bury: 1d4 ⇒ 1 (Bloodroot Poison)

Villain defeated
Location not closed due to scenario effect.
Shuffled

End of Turn
Quinn Eot Examine = Top Card: 5 + 1d2 ⇒ 5 + (1) = 6 (Blood Pool Card 6: Lich)

Recovery

Reset
Draw up Shock Kukri
Keen Rapier
Elixir of Healing
Elixir of Focus
Quilted Cloth Armor
Liquid Courage

Summary
Location = #1: Blood Pool - 6,7
Acquired =
Banished =
Examined = 6: Lich

Location =
Added Cards =
Examined =

From Box =
Displayed =
Give =
Used =

Other =

"

Quinn wrote:

Hand: Shock Kukri, Keen Rapier, Elixir of Healing, Elixir of Focus, Quilted Cloth Armor, Liquid Courage,

Displayed:
Deck: 6 Discard: 4 Buried: 5
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+3 vs barrier. *2
Elixir of Focus +1d10+2 vs non combat available

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: ac Horn of Blasting, Twitch Tonic, Fox, ac Clockwork Servant, Leech, Snakebite Dagger ,
Discard Pile: ac Vicious Scythe, Card Caster, Gem of Mental Acuity, ac The Foreign Trader,
Buried Pile: The Midwife, Prayer, The Locksmith, Elixir of Love, Bloodroot Poison,

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location.
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

The Eternal Rose: When this is the hour: When you encounter a monster, you may evade it.

Blood Pool Card 6: Lich once more, with feeling:

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

BYA Wisdom 4 +3: 1d10 + 3 ⇒ (8) + 3 = 11

combat 12 +3 +3 revealing Wendifisa Spear for survival, discarding Wendifisa Spear, recharging Hatchetbird, recharging Sable Company Hide: 1d10 + 2d12 + 1d6 + 7 + 1d10 + 6 ⇒ (8) + (1, 6) + (6) + 7 + (7) + 6 = 41

Use Python to use the 41 for second combat check. We win!


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

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

REWARD
Loot: Blessings Pharasma's Knowing and Urgathoa's Gluttony.

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

ACQUIRED CARDS
Clockwork Servant (Ally 1)
Standard Bearer (Ally 1)
Sable Company Hide (Armor 3)
Mithral Chain Shirt (Armor 2)
The Foreign Trader (Blessing 1)
Horn of Blasting (Item 2)
Bastion Boots (Item 1)
Invisibility (Spell 1)
Restorative Touch (Spell 3)
Clairvoyance (Spell 3)
Vicious Scythe (Weapon 2)
Lucky Starknife (Weapon 2)
Returning Throwing Axe (Weapon 1)
Elven Curve Blade (Weapon 1)


SCENARIO 4A: Intrigue in Ardis
Your return to Vellumis is bittersweet. By the time you arrived at the Fortress of the Quiet Shield, all of its holy warriors had already fallen to the forces of the lich Trazavai--some slain in combat, others convinced to serve in exchange for their lives. But you've put an end to the lich's plans, slaying him and destroying his means of reviving again. And you've recovered the sacred relic of Iomedae that the fortress was founded to protect. When you give your report to Venture-Captain Evni Zongnoss, she praises your decisive action in a difficult situation, and for a few days, you take a well-earned rest.

All too soon, however, Zongnoss summons you back to her office. When you arrive, she already has honeyed tea ready for you. "What I'm about to tell you shouldn't leave this room. We have spies within the Whispering Tyrant's forces. They have reported that something is going on in Ustalav, in the city of Ardis. Exactly what, they have been unable to discern. You are better equipped to infiltrate the city than the Knights of Lastwall, particularly if you keep your Pathfinder affiliation hidden. The Society does not maintain a lodge in Ardis, so you'll be on your own out there. Go to Ardis, root out the Whispering Tyrant's plans for it, find his agents, and report back to me."

Your trip to Ardis is relatively uneventful for a journey through the Tyrant-blighted Gravelands, marked only by occasional skirmishes with bands of roving skeletons and zombies. Even these troubles abate as you approach Ardis, and you find the city in a downright festive mood. The people are more than happy to share the source of their good cheer. They explain that forty years ago, Ardis was the capital and crown jewel of Ustalav. Then the capital was moved to Caliphas, and Ardis has been in decline ever since. But the close proximity of Caliphas to the Gravelands has recently caused a good deal of unease and fear in the people of Ustalav. Additionally, and unnamed wealthy family from far away has begun filling Ardis's coffers. The people of Ardis are confident that they will soon regain the prestige of being the nation's capital.

Not everyone is happy about these developments, though. The recent events with the Whispering Tyrant are adding to the anxiety. The secret nature of the city's benefactor also has some of the city's residents uneasy about what kind of deal is being brokered with this family and what they have in mind for the city. Protests have been popping up with increasing frequency, accompaniend by counterprotests from those fearful of losing the mysterious family's patronage. The situation has grown increasingly tense, bringing with it sporadic waves of violence and destruction that have only fanned the flames.

Between finding the right people to discreetly learn more about this family, asking the right questions, and dodging the angry mobs, this is not going to be easy. But you've dealt with worse.

STORY BANES
Danger: Rioting Mob
Villain: None
Henchmen (Closing): Evidences - Proxy A

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Evidence:

Henchman
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Stealth Knowledge Perception Diplomacy 9
When you examine this card, you may display it next to the scenario. The difficulty to defeat is increased by the scenario's adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4 to your check. If defeated, you may display this card next to the scenario.

SETUP
After building the locations, shuffle a non-closing henchman Rioting Mob --Proxy B and a new ally into each.

DURING THIS SCENARIO
Once each turn, you may bury a card to explore.

When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.


During This Adventure: When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.

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

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

During This Scenario: Scenario Harrow Suit: Stars
STORY BANES
Danger: Rioting Mob
Villain: None
Henchmen (Closing): Evidences - Proxy A

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Evidence:

Henchman
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Stealth Knowledge Perception Diplomacy 9
When you examine this card, you may display it next to the scenario. The difficulty to defeat is increased by the scenario's adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4 to your check. If defeated, you may display this card next to the scenario.

SETUP
After building the locations, shuffle a non-closing henchman Rioting Mob --Proxy B and a new ally into each.

DURING THIS SCENARIO
Once each turn, you may bury a card to explore.

When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER

Scenario Level (#): 4

Turn: 0, Quinn/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Catoblepas
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.

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

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

Spoiler:
Quivering Cube
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

Spoiler:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

Barriers
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:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

Spoiler:
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.

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

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

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

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

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

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

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

Spoiler:
Divine Fortune
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 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:
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:
Corpse Plate
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

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

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

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

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

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


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

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

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

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

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

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

Blessings
Spoiler:
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.

Spoiler:
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

Spoiler:
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:
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 1 Ukuja/Bigguyinblack
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 2 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 2 Grenek/AAUGHWHY
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 3 Enora/EmpTyger:
Spoiler:
Hourglass Card 3 Enora/EmpTyger
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 4 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 4 Quinn/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 5 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 5 Ukuja/Bigguyinblack
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 6 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 6 Grenek/AAUGHWHY
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 7 Enora/EmpTyger:
Spoiler:
Hourglass Card 7 Enora/EmpTyger
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 8 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 8 Quinn/MatsuKurisu
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 9 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 9 Ukuja/Bigguyinblack
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 10 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 10 Grenek/AAUGHWHY
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 11 Enora/EmpTyger:
Spoiler:
Hourglass Card 11 Enora/EmpTyger
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 12 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 12 Quinn/MatsuKurisu
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 13 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 13 Ukuja/Bigguyinblack
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 14 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 14 Grenek/AAUGHWHY
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 15 Enora/EmpTyger:
Spoiler:
Hourglass Card 15 Enora/EmpTyger
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 16 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 16 Quinn/MatsuKurisu
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 17 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 17 Ukuja/Bigguyinblack
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 18 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 18 Grenek/AAUGHWHY
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 19 Enora/EmpTyger:
Spoiler:
Hourglass Card 19 Enora/EmpTyger
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 20 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 20 Quinn/MatsuKurisu
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 21 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 21 Ukuja/Bigguyinblack
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 22 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 22 Grenek/AAUGHWHY
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 23 Enora/EmpTyger:
Spoiler:
Hourglass Card 23 Enora/EmpTyger
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 24 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 24 Quinn/MatsuKurisu
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 25 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 25 Ukuja/Bigguyinblack
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 26 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 26 Grenek/AAUGHWHY
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 27 Enora/EmpTyger:
Spoiler:
Hourglass Card 27 Enora/EmpTyger
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 28 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 28 Quinn/MatsuKurisu
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 29 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 29 Ukuja/Bigguyinblack
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 30 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 30 Grenek/AAUGHWHY
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

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

Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None

Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None

Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None

Location #6: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Exchanging Oaken Staff for Soothing Word loot. Cohorts will be Leryn and Giant Chameleon. Favored card weapon. Starting at Academy.

Ukuja wrote:

Hand: Hatchet, Blessing of the Green Faith (1), Elk, Blessing of the Green Faith (2), Angelstep, Soothing Word, Dwarf Caiman, Stone Axe +1,

Displayed: Leryn (Hunter Class Deck), Giant Chameleon,
Deck: 9 Discard: 0 Buried: 0
"Current Location: Academy
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll:

Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Movement: Move me to Blood Pool if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Elements, Major Cure, Fire Gecko, Wendifisa Spear, Hatchetbird, Raven, Cure, Blessing of Milani, Call Animal
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.


Female Halfling Arcanist/White Mage Deck Handler

Hero Point: Skill Feat: CHA+3 (increasing max Skill Feats)
Supporter Feat: Jayna Lemore: You may bury to allow a local character to ignore a card's before or after acting power.
Upgrading Spell 2 Fly into Spell 3 Restorative Touch
Starting at Academy

(From the notes of Enora, party arcanist.)

Enrolling within the Ardis Magical Academy, my divine casting techniques were practiced as I formalized a general restorative touch spell which could be cast without the necromantic energies of Trazavai's blood pool. Ukuja training alongside, Jayna Lemore politely declined my invitation to join therein, with a wand of flight sufficing for my own personal needs, I bequeathed my remaining scrolls of that same spell, so that the paladin could swiftly return should she be called to study, and otherwise efficiently preempt whatever evil might need to be interrupted.

Enora wrote:

Hand: Life Drain, Byzantine Lexicon (recharge to bless local non-combat WIS), Wand of Flying (banish to recovery to examine 2 locations, then someone at my location may move), Blessing of the Master of Masters (discard to bless/double bless if INT, recharge if top blessing is Irori), Spellbook, Acid Splash,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: No preference for if/where Enora gets moved.
Ask before using: Blessing of the Master of Masters
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for villain/henchman/closing; Byzantine Lexicon; Wand of Flying for useful movement

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2

Dark Archive

Quinn - Start
- 4A: Intrigue in Ardis

Card Upgrade
= Keen Starknife in, Snakebite Dagger out

Loot swaps
=

Starting location
- #6: Academy

Starting Hand
"

Quinn wrote:

Hand: Shock Kukri, Keen Rapier, Bloodroot Poison, Elixir of Healing, Leech, Naval Hero,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+3 vs barrier. *1

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Locksmith, Twitch Tonic, The Midwife, Quilted Cloth Armor, Keen Starknife, Fox, Elixir of Love, Liquid Courage, Card Caster, Gem of Mental Acuity, Prayer, Elixir of Focus
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

Starting Location: Academy

"

Grenek wrote:

Hand: Vale Temros, Greatclub +1, Blessing of the Gods, White War Paint, Blessing of the Gods 2,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use )

Other: Goblin Markers:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Cook, Quartermaster, Crocodile Skin Armor, Scythe +1, Quarterstaff (Core), Blessing of Gorum, Hide Armor (Core), Shock Glaive, Blessing of Torag, Crowbar, Mastiff, Shock Glaive +1
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0

Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([ ] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any locaiton by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card

"


During This Adventure: When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.

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

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

During This Scenario: Scenario Harrow Suit: Stars
STORY BANES
Danger: Rioting Mob
Villain: None
Henchmen (Closing): Evidences - Proxy A

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Evidence:

Henchman
Type: Barrier
Traits: Task Trigger Veteran
To Defeat: Intelligence Stealth Knowledge Perception Diplomacy 9
When you examine this card, you may display it next to the scenario. The difficulty to defeat is increased by the scenario's adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4 to your check. If defeated, you may display this card next to the scenario.

SETUP
After building the locations, shuffle a non-closing henchman Rioting Mob --Proxy B and a new ally into each.

DURING THIS SCENARIO
Once each turn, you may bury a card to explore.

When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER

Scenario Level (#): 4

Turn: 2, Grenek/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Bloodbug Swarm
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12

Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.


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

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

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

Spoiler:
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.

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

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

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

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

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

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

Spoiler:
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:
Lucky Starknife
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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


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

Spoiler:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

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

Spoiler:
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:
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.

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

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

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

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

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

Hour Power: When you heal, you may heal an additional card.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Enora/EmpTyger:
Spoiler:
Hourglass Card 1 Enora/EmpTyger
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Hourglass Card 2 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 2 Quinn/MatsuKurisu
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hourglass Card 3 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ukuja/Bigguyinblack
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 4 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 4 Grenek/AAUGHWHY
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 5 Enora/EmpTyger:
Spoiler:
Hourglass Card 5 Enora/EmpTyger
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 6 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 6 Quinn/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 7 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ukuja/Bigguyinblack
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 8 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 8 Grenek/AAUGHWHY
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 9 Enora/EmpTyger:
Spoiler:
Hourglass Card 9 Enora/EmpTyger
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 10 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 10 Quinn/MatsuKurisu
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 11 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ukuja/Bigguyinblack
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 12 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 12 Grenek/AAUGHWHY
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 13 Enora/EmpTyger:
Spoiler:
Hourglass Card 13 Enora/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 14 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 14 Quinn/MatsuKurisu
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 15 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 15 Ukuja/Bigguyinblack
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 16 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 16 Grenek/AAUGHWHY
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 17 Enora/EmpTyger:
Spoiler:
Hourglass Card 17 Enora/EmpTyger
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 18 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 18 Quinn/MatsuKurisu
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 19 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 19 Ukuja/Bigguyinblack
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 20 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 20 Grenek/AAUGHWHY
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 21 Enora/EmpTyger:
Spoiler:
Hourglass Card 21 Enora/EmpTyger
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 22 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 22 Quinn/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 23 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 23 Ukuja/Bigguyinblack
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 24 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 24 Grenek/AAUGHWHY
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 25 Enora/EmpTyger:
Spoiler:
Hourglass Card 25 Enora/EmpTyger
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 26 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 26 Quinn/MatsuKurisu
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 27 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 27 Ukuja/Bigguyinblack
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 28 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 28 Grenek/AAUGHWHY
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 29 Enora/EmpTyger:
Spoiler:
Hourglass Card 29 Enora/EmpTyger
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

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

Base Card 1:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 2:
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 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:
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:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 6:
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.

Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
Bank Of Abadar Card 1:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Bank Of Abadar Card 2:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Bank Of Abadar Card 3:
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Bank Of Abadar Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Bank Of Abadar Card 5:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Bank Of Abadar Card 6:
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.
Bank Of Abadar Card 7:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Bank Of Abadar Card 8:
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.

Bank Of Abadar Card 9:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Bank Of Abadar Card 10:
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.
Bank Of Abadar Card 11:
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.
Bank Of Abadar Card 12:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 2
Located/Displayed Here:
Farm Card 1:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Farm Card 2:
Cotct Gargoyle
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Farm Card 3:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Farm Card 4:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Farm Card 5:
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.
Farm Card 6:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Farm Card 7:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Farm Card 8:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Farm Card 9:
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.
Farm Card 10:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Farm Card 11:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Farm Card 12:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
Manor Card 1:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Manor Card 2:
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Manor Card 3:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Manor Card 4:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Manor Card 5:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Manor Card 6:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Manor Card 7:
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.
Manor Card 8:
Eries Yelloweyes
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Manor Card 9:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Manor Card 10:
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.
Manor Card 11:
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.
Manor Card 12:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.

Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Plaza Card 1:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Plaza Card 2:
Shock Glaive
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Plaza Card 3:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 4:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Plaza Card 5:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Plaza Card 6:
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.
Plaza Card 7:
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.
Plaza Card 8:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Plaza Card 9:
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.

Plaza Card 10:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Plaza Card 11:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Plaza Card 12:
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.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity Card 1:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity Card 2:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Den Of Iniquity Card 3:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Den Of Iniquity Card 4:
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.
Den Of Iniquity Card 5:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Den Of Iniquity Card 6:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 7:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 8:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Den Of Iniquity Card 9:
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.
Den Of Iniquity Card 10:
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.
Den Of Iniquity Card 11:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Den Of Iniquity Card 12:
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.


Location #6: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger, None
Academy Card 1:
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.
Academy Card 2:
Disable Mechanism
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

Academy Card 3:
Fangs of Diomazul
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Academy Card 4:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Academy Card 5:
Henchman Proxy A6
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.
Academy Card 6:
Henchman Proxy B6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Academy Card 7:
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.
Academy Card 8:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Academy Card 9:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Academy Card 10:
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.
Academy Card 11:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Academy Card 12:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

Hour is Sarenrae's Light: When you heal, you may heal an additional card.

Display White War Paint

Move to Plaza

Encounter Card 1: Barghest. Reveal Greatclub +1 for Melee+1d10+1.

Combat 13: 2d10 + 5 ⇒ (8, 7) + 5 = 20
Is it really defeated?: 1d4 ⇒ 3

Discard Vale Temros to explore again. Explore Card 2: Shock Glaive or Random Weapon #1 Wounding Spear-Axe. Choose the Spear-Axe. Discard Blessing of the Gods to add 1 die

Melee 11: 2d10 + 4 ⇒ (10, 6) + 4 = 20

Discard Blessing of the Gods 2 to explore again. Explore Card 3: Evidence. Auto-Fail.

"

Grenek wrote:

Hand: Staff of Minor Healing (Core), Greatclub +1, Wounding Spear-Axe, Shock Glaive +1, Mastiff,

Displayed: White War Paint,
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Spear-Axe, Greatclub)

Other: Goblin Markers:

White War Paint: +1d8 vs Undead banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scythe +1, Shock Glaive, Blessing of Gorum, Quarterstaff (Core), Quartermaster, Crocodile Skin Armor, Hide Armor (Core), Cook, Blessing of Torag, Crowbar
Recharged:
Discard Pile: Vale Temros, Blessing of the Gods, Blessing of the Gods 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0

Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([ ] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card

"


Female Halfling Arcanist/White Mage Deck Handler

Blessing 1: Master o' Masters o'clock: On your check, you may reroll any dice showing 1.
Exploring Academy 1: Orison

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

Divine 2: 1d10 + 4 ⇒ (2) + 4 = 6
Orison is acquired

Using Academy to explore Academy 2: Disable Mechanism

Disable Mechanism:
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.

Arcane 10: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (1) = 8

Using Master of Masters
Arcane 10: 7 + 1d4 ⇒ 7 + (4) = 11
Disable Mechanism is acquired

Shuffled Plaza: 1d10 + 2 ⇒ (3) + 2 = 5
Banishing Wand of Flying to examine Manor 1: Elixir of Focus, Plaza 5: Marked Cards

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

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

Moving to Plaza. Discarding Blessing of the Master of Masters to explore Plaza 5: Marked Cards or Random Item 1: Zellara's Harrow Deck. Banishing Zellara's Harrow Deck
Marked Cards:
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.

Using Blessing of the Master of Masters, revealing Spellbook
INT 10: 2d10 + 1 + 1d4 ⇒ (3, 10) + 1 + (4) = 18
Marked Cards are acquired

Shuffled Plaza: 1d10 + 2 ⇒ (7) + 2 = 9
Discarding Orison to explore Plaza 9: Acid Rain or Random Spell 1: Good Omen. Banishing Good Omen

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.


Revealing Spellbook, discarding Magic Acid Splash
Arcane 11: 1d10 + 2 + 1d4 + 1d8 ⇒ (3) + 2 + (4) + (2) = 11
Acid Rain is acquired

Shuffled Plaza: 1d10 + 2 ⇒ (7) + 2 = 9
Shuffled Plaza: 1d10 + 2 ⇒ (10) + 2 = 12
Burying Marked Cards to explore Plaza 12: Henchman B4: Rioting Mob

Rioting Mob:
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Ukuja recharges Blessing of the Green Faith
Diplomacy 6+4=10: 2d10 + 4 ⇒ (3, 10) + 4 = 17
Rioting Mob is banished

Ending turn. Recovery: Revealing Spellbook
Arcane 12: 1d10 + 2 + 1d4 ⇒ (8) + 2 + (3) = 13
Wand of Flying is recharged. Resetting hand: Revealing Byzantine Lexicon

(From the notes of Enora, party arcanist.)

The rigor of the Ardis Magical Academy, which opens their studies by reciting orisons before a nuanced discussion of spellcraft, in which I was enlightened by a master as to the finer nuances of mechanical divination which my spellbook was heretofore lacking, made for a profitable morning. With a break before the afternoon seminar was scheduled to begin, I flew about to attend to party business: learning of an elixir which Quinn might be fascinated by, breaking up an illegal gambling scheme in the plaza which Grenek would soon stumble onto, spreading Ukuja's faith to soothe the victims of said scheme from any riotous action, and for myself purchasing appropriate reagents to empower my acid spell from a splash to a torrent of rain.

Enora wrote:

Hand: Life Drain, Byzantine Lexicon (recharge to bless local non-combat WIS), Disable Mechanism (banish to recovery for +2d8 to Disable or vs Construct//Lock/Trap bane), Acid Rain, Spellbook, Fire Snake, Blessing of Nethys (discard to bless),

Displayed:
Deck: 11 Discard: 3 Buried: 1
Notes: No preference for if/where Enora gets moved.
Ask before using: Blessing of Nethys
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for villain/henchman/closing; Byzantine Lexicon; Disable Mechanism

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2

Dark Archive

Turn order
Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,

Blessing = #2: The Theater
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
Academy Card 1: Orison, Blessing 0: Wisdom 2

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

Wisdom 2: 1d8 + 1 ⇒ (3) + 1 = 4 - Acquired

Start of Turn

At: #6: Academy

Give: No
Move: #3: Manor

Free explore = 1: Elixir of Focus, Item 2: Intelligence 8

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

Intelligence 1d10+2, Discard ac Orison +1d10
Intelligence 8: 1d10 + 2 + 1d10 ⇒ (3) + 2 + (10) = 15 - Acquired

Discard Naval Hero explore = 2: Twisted Space, Spell 2: Intelligence 8

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

Intelligence 1d10+2,
Intelligence 8: 1d10 + 2 ⇒ (5) + 2 = 7 - banished

Discard Leech explore, +1d4 (mental) on combat & diplomacy =
3: Henchman Proxy B3
Rioting Mob: Story Bane 0, Barrier: Diplomacy 10(6+4)

Spoiler:
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Diplomacy 1d6+2, Quinn.Diplomacy Power +1d4, Leech +1d4, Ukuja recharges Blessing of the Green Faith (2) +1d6
Diplomacy 10: 1d6 + 2 + 1d4 + 1d4 + 1d6 ⇒ (1) + 2 + (2) + (3) + (2) = 10 - Defeated

End of Turn
Quinn Eot Examine = (Manor Card 4: Madness Mist Trap)

Recovery

Reset
Draw up Card Caster

Summary
Location = #3: Manor
Acquired = 1: Elixir of Focus
Banished = 2: Twisted Space, 3: Henchman Proxy B3
Examined = 4: Madness Mist Trap

Location = Academy Card
Acquired = 1: Orison
Examined =

From Box =
Displayed =
Give =
Used = Ukuja recharges Blessing of the Green Faith (2)

Other =

"

Quinn wrote:

Hand: Shock Kukri, Keen Rapier, Bloodroot Poison, Elixir of Healing, ac Elixir of Focus, Card Caster,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+3 vs barrier. *1

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Locksmith, The Midwife, Prayer, Quilted Cloth Armor, Elixir of Focus, Fox, Twitch Tonic, Elixir of Love, Keen Starknife, Liquid Courage, Gem of Mental Acuity
Recharged:
Discard Pile: ac Orison, Naval Hero, Leech,
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"

Dark Archive

Quinn Turn corrections

Hour examine = Academy Card 3: Fangs of Diomazul, Barrier 3
NOT ENCOUNTERED

ac Orison not acquired

On 1: Elixir of Focus, Item 2: Intelligence 8

Intelligence 1d10+2, Discard ac Orison +1d10, Ukuja recharges Blessing of the Green Faith (2) +1d10
Same dice pool

On Leech explore, +1d4 (mental) on combat & diplomacy =
3: Henchman Proxy B3
Rioting Mob: Story Bane 0, Barrier: Diplomacy 10(6+4)

Diplomacy 1d6+2, Quinn.Diplomacy Power +1d4, Leech +1d4, Ukuja recharges Blessing of the Green Faith (2) +1d6, Quinn.Bury Item(Bloodroot Poison) +1d8+3
Diplomacy 10: 1d6 + 2 + 1d4 + 1d4 + 1d8 + 3 ⇒ (6) + 2 + (4) + (2) + (8) + 3 = 25 - Defeated

Additional card drain at end of turn (Twitch Tonic)

"

Quinn wrote:

Hand: Shock Kukri, Keen Rapier, Twitch Tonic, Elixir of Healing, ac Elixir of Focus, Card Caster,

Displayed:
Deck: 10 Discard: 2 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+3 vs barrier. *1

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Love, Liquid Courage, The Midwife, Prayer, Gem of Mental Acuity, Quilted Cloth Armor, Fox, The Locksmith, Elixir of Focus, Keen Starknife
Recharged:
Discard Pile: Naval Hero, Leech,
Buried Pile: Bloodroot Poison,

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Iomedae's Justice: When this is the hour: On your check against an Outsider card, add 1d4.

Leryn examines Academy card 3: Fangs of Diomazul. No trigger.

Academy Card 3: Fangs of Diomazul:

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

Enora casts Disable Mechanism.

stealth 11 revealing Dwarf Caiman, Enora casts Disable Mechanism: 1d10 + 2d8 + 1d6 + 2 ⇒ (10) + (1, 6) + (4) + 2 = 23

Taking free explore due to location.

Academy Card 4: Djinn:

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

Banished sadly. Discard Elk to explore.

Academy Card 5: Henchman Proxy A6 Evidence:
Evidence
Story Bane Barrier 1

Traits
Task
Trigger

Check
Intelligence
Wisdom
Knowledge
Perception
10+#

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

perception 9 +4 aided by Elk: 1d10 + 1d6 + 6 ⇒ (10) + (2) + 6 = 18

Display next to scenario because why not. Enora discards Blessing of Nethys.

intelligence 5 +4 to close blessed by Enora's Blessing of Nethys: 2d6 ⇒ (2, 5) = 7

folio reroll on the 2: 1d6 ⇒ 2

Elk recharges from discard at end of turn.

Ukuja wrote:

Hand: Hatchet, Stone Axe +1, Angelstep, Soothing Word, Hatchetbird, Fire Gecko, Wendifisa Spear, Dwarf Caiman,

Displayed: Leryn (Hunter Class Deck), Giant Chameleon,
Deck: 9 Discard: 0 Buried: 0
"Current Location: Academy
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Used

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

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Raven, Call Animal, Cure, Blessing of Milani, Major Cure, Blessing of the Elements
Recharged: Blessing of the Green Faith (2), Blessing of the Green Faith (1), Elk,
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.


Academy cards 3 and 4 banished. Card 5 displayed next to scenario.

Enora cast Disable Mechanism and discarded Blessing of Nethys.


Female Halfling Arcanist/White Mage Deck Handler

(Correction from Enora's turn: Blessing of the Master of Masters was recharged instead of discarded because of Irori hour.)

(During Ukuja's turn)
Disable Mechanism: Acid Splash is recharged
Recovery: Revealing Spellbook
Arcane 12: 1d10 + 2 + 1d4 ⇒ (6) + 2 + (2) = 10
Disable Mechanism is discarded

(From the notes of Enora, party arcanist.)

Upon a Diomazulian device the academy had set up for acolytes to practice lessons upon, the disable mechanism spell was cast to provide Ukuja a demonstration.

Enora wrote:

Hand: Life Drain, Byzantine Lexicon (recharge to bless local non-combat WIS), Acid Rain, Spellbook, Fire Snake,

Displayed:
Deck: 13 Discard: 3 Buried: 1
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking: Byzantine Lexicon

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2


During This Adventure: When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.

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

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

During This Scenario: Scenario Harrow Suit: Stars
STORY BANES
Danger: Rioting Mob
Villain: None
Henchmen (Closing): Evidences - Proxy A

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Evidence:

Story Bane
Traits: Task Trigger
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
[/spoiler

SETUP
After building the locations, shuffle a non-closing henchman Rioting Mob --Proxy B and a new ally into each.

DURING THIS SCENARIO
Once each turn, you may bury a card to explore.

When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER

Scenario Level (#): 4

Turn: 6, Grenek/AAUGHWHY

[spoiler=Random Cards]
Monsters

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

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

Spoiler:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

Barriers
Spoiler:
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:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

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:
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.

Spoiler:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

Spoiler:
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.

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

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

Spoiler:
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 Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Hour Power: On your check, the first item or ally played is played freely.

Current Hour:

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

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Enora/EmpTyger:
Spoiler:
Hourglass Card 1 Enora/EmpTyger
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 2 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 2 Quinn/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 3 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ukuja/Bigguyinblack
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 4 Grenek/AAUGHWHY
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 5 Enora/EmpTyger:
Spoiler:
Hourglass Card 5 Enora/EmpTyger
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 6 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 6 Quinn/MatsuKurisu
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 7 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ukuja/Bigguyinblack
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 8 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 8 Grenek/AAUGHWHY
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 9 Enora/EmpTyger:
Spoiler:
Hourglass Card 9 Enora/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 10 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 10 Quinn/MatsuKurisu
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 11 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ukuja/Bigguyinblack
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 12 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 12 Grenek/AAUGHWHY
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 13 Enora/EmpTyger:
Spoiler:
Hourglass Card 13 Enora/EmpTyger
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 14 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 14 Quinn/MatsuKurisu
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 15 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 15 Ukuja/Bigguyinblack
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 16 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 16 Grenek/AAUGHWHY
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 17 Enora/EmpTyger:
Spoiler:
Hourglass Card 17 Enora/EmpTyger
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 18 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 18 Quinn/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 19 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 19 Ukuja/Bigguyinblack
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 20 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 20 Grenek/AAUGHWHY
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 21 Enora/EmpTyger:
Spoiler:
Hourglass Card 21 Enora/EmpTyger
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 22 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 22 Quinn/MatsuKurisu
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 23 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 23 Ukuja/Bigguyinblack
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 24 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 24 Grenek/AAUGHWHY
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 25 Enora/EmpTyger:
Spoiler:
Hourglass Card 25 Enora/EmpTyger
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

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

Base Card 1:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 2:
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 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:
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:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 6:
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.

Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
Bank Of Abadar Card 1:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Bank Of Abadar Card 2:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Bank Of Abadar Card 3:
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Bank Of Abadar Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Bank Of Abadar Card 5:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Bank Of Abadar Card 6:
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.
Bank Of Abadar Card 7:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Bank Of Abadar Card 8:
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.

Bank Of Abadar Card 9:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Bank Of Abadar Card 10:
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.
Bank Of Abadar Card 11:
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.
Bank Of Abadar Card 12:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 2
Located/Displayed Here:
Farm Card 1:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Farm Card 2:
Cotct Gargoyle
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Farm Card 3:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Farm Card 4:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Farm Card 5:
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.
Farm Card 6:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Farm Card 7:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Farm Card 8:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Farm Card 9:
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.
Farm Card 10:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Farm Card 11:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Farm Card 12:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Quinn/MatsuKurisu, None
Manor Card 1 (Madness Mist Trap):
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Manor Card 2:
Volcanic Storm
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Manor Card 3:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Manor Card 4:
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.
Manor Card 5:
Eries Yelloweyes
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Manor Card 6:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Manor Card 7:
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.
Manor Card 8:
Red War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Manor Card 9:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.

Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Grenek/AAUGHWHY, Enora/EmpTyger, None
Plaza Card 1:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Plaza Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 3:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Plaza Card 4:
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.
Plaza Card 5:
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.
Plaza Card 6:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Plaza Card 7:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity Card 1:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity Card 2:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Den Of Iniquity Card 3:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Den Of Iniquity Card 4:
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.
Den Of Iniquity Card 5:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Den Of Iniquity Card 6:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 7:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 8:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Den Of Iniquity Card 9:
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.
Den Of Iniquity Card 10:
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.
Den Of Iniquity Card 11:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Den Of Iniquity Card 12:
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.


Location #6: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, None
Academy Card 1:
Henchman Proxy B6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Academy Card 2:
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.
Academy Card 3:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Academy Card 4:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Academy 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.
Academy Card 6:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Academy Card 7:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

Hour is The Twin: On your check, the first item or ally played is played freely.

Grenek is sensing a distinct lack of smashable meanies at the plaza and goes on the hunt at the Farm. Maybe he'll find a rabid animal or something.

Grenek arrives and is ambushed by a Card 1: Dandasuka! Auto-Fail that BA check

BA Combat Damage: 1d4 ⇒ 4 Ouch! I also suffer Wounded. Discard my whole hand except for my Staff of Minor Healing.

For the combat, Bury a card from my discards to Rage and add my Fortitude

Combat 11: 1d10 + 1d8 + 6 ⇒ (9) + (7) + 6 = 22 Monster makes me reroll the 9, but I still beat it on just the d8. I also gain a goblin marker.

Grenek may have dropped all of his weapons, but he still has a mouth! After taking a big chomp out of the Dandasuka, he uses his new magic stick to pick some of it out of his teeth. Recharge to heal a card

Grenek wrote:

Hand: Blessing of Gorum, Crocodile Skin Armor, Shock Glaive, Hide Armor (Core), Cook,

Displayed: White War Paint,
Deck: 7 Discard: 6 Buried: 1
"Hero Points: 1 // Grenek 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: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Crocodile Skin Armor)

Gorum: +2 dice on STR Combat

Other: Goblin Markers: 1

White War Paint: +1d8 vs Undead banes

"

Display Hide Armor

"

Grenek wrote:

Hand: Blessing of Gorum, Crocodile Skin Armor, Shock Glaive, Cook,

Displayed: White War Paint, Hide Armor (Core),
Deck: 7 Discard: 5 Buried: 1
Hero Points: 1 // Grenek 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: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Crocodile Skin Armor)

Gorum: +2 dice on STR Combat

Other: Goblin Markers: 1

White War Paint: +1d8 vs Undead banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Crowbar, Blessing of the Gods 2, Quartermaster, Blessing of Torag, Scythe +1, Quarterstaff (Core)
Recharged:
Discard Pile: Vale Temros, Blessing of the Gods, Greatclub +1, Wounding Spear-Axe, Mastiff,
Buried Pile: Shock Glaive +1,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0

Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([ ] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card

"


Female Halfling Arcanist/White Mage Deck Handler

Blessing 1: Benefaction
Moving to Manor House
Exploring Manor House 1: Madness Mist Trap

Madness Mist Trap:

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

Banishing Fire Snake to recovery to use Arcane, revealing Spellbook
Arcane 8: 1d10 + 2 + 1d4 ⇒ (1) + 2 + (2) = 5
Disable Mechanism is recharged.
Poison damage: 1d4 ⇒ 1
Discarding Acid Rain for 1 Poison damage. Manor House is Poisoned. Enora and Quinn are Poisoned. Madness Mist Trap is banished.

Ending turn. Recovery: Revealing Spellbook
Arcane 8: 1d10 + 2 + 1d4 ⇒ (3) + 2 + (3) = 8
Fire Snake is recharged. Resetting hand: Revealing Byzantine Lexicon. Poisoned: Recharging Life Drain

(At the start of Quinn's turn)
Banishing Locate Object to recovery to examine and encounter Manor House 2: Volcanic Storm

Volcanic Storm:
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

Revealing Spellbook, discarding Magic Restorative Touch
Arcane 11: 1d10 + 2 + 1d4 + 1d8 ⇒ (7) + 2 + (2) + (3) = 14
Acid Rain is recharged. Volcanic Storm is acquired
Banishing Cure to recovery
Healed: 1d4 + 1 ⇒ (4) + 1 = 5
Blessing of Nethys, Orison, Restorative Touch are healed
Recovery: Revealing Spellbook
Arcane 8: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (2) = 11
Locate Object is recharged
Divine 8: 1d10 + 4 ⇒ (9) + 4 = 13
Cure is recharged

(From the notes of Enora, party arcanist.)

Expecting a magical basis for the gas trap at the manor house, I discovered the volcanic spewing force noxious clouds only after the device disgorged upon myself and the entire premises, which still reeked of the heady vapors even after a cure spell mitigated the direct effects.

Enora wrote:

Hand: Byzantine Lexicon (recharge to bless local non-combat WIS), Cure, Restorative Touch, Spellbook, Cleric of Nethys, Locate Object, Volcanic Storm

Displayed: Poisoned,
Deck: 18 12 Discard: 0 3 Buried: 1
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking: Byzantine Lexicon

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2

Dark Archive

Turn order
Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,

Poisoned on Enora's turn

Blessing = #2: Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.

Start of Turn

At: #3: Manor

Give: No
Move: No

Recovery Twitch Tonic to heal 1d4+1 allies: 1d4 + 1 ⇒ (4) + 1 = 5, banish Poisoned instead

Free explore Top Card 3-9: 1d7 + 2 ⇒ (7) + 2 = 9 = 9: Lion's Helm, Armor 3: Constitution 10

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

Constitution 10: 1d6 ⇒ 4 Banished
Discard Card Caster, explore +1d4 on Knowledge and Perception
Top Card 3-8: 1d6 + 2 ⇒ (6) + 2 = 8 =
8: Red War Paint, Item 4, Melee 7

Spoiler:

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

Melee 1d4, Recovery ac Elixir of Focus +1d10+2
Melee 7: 1d4 + 1d10 + 2 ⇒ (4) + (3) + 2 = 9 - Acquired

End of Turn
Quinn Eot Examine = Top Card 3-7: 1d5 + 2 ⇒ (2) + 2 = 4(Manor Card
4: Trapped Chest, Barrier 1 )

Recovery
Auto recharge ac Elixir of Focus & Twitch Tonic

Reset
Draw up Elixir of Focus, Quilted Cloth Armor

Start of Ukuja's Turn
Display Quilted Cloth Armor

Summary
Location = #3: Manor Card order 4, Random(3,5-7)
Acquired = 8: Red War Paint
Banished = Quinns Poisoned, 9: Lion's Helm
Examined = 4: Trapped Chest

Location =
Acquired =
Examined =

From Box =
Displayed =
Give =
Used =

Other =
"

Quinn wrote:

Hand: Shock Kukri, Keen Rapier, ac Red War Paint, Elixir of Healing, Elixir of Focus,

Displayed: Quilted Cloth Armor,
Deck: 10 Discard: 3 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+3 vs barrier. *1

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fox, Elixir of Love, Keen Starknife, The Locksmith, Prayer, Liquid Courage, The Midwife, Gem of Mental Acuity
Recharged: ac Elixir of Focus, Twitch Tonic,
Discard Pile: Naval Hero, Leech, Card Caster,
Buried Pile: Bloodroot Poison,

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Prayer: When this is the hour: No effect.

Leryn examines top card of Academy: Henchman Proxy B6: Rioting Mob ? No trigger.

Ukuja will avoid the mob and visit the farm.

Farm Card 2: Cotct Gargoyle:

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

combat 21 revealing Stone Axe +1 for survival, freely discarding Stone Axe +1, freely recharging Hatchet, revealing Fire Gecko: 1d10 + 4d6 + 1d4 + 12 ⇒ (9) + (3, 2, 6, 5) + (2) + 12 = 39

Cast Soothing Word to remove Wounded from Grenek and heal him for 1.

Angelstep targeting Grenek: 1d4 + 1 ⇒ (1) + 1 = 2

Discard Hatchetbird to move to Base and explore.

Draw 1. Moise, 2. Jayna Lemore, 3. Pathfinder Bodyguard, 4. Pathfinder Chronicler. Display Pathfinder Chronicler and heal 1 card: Stone Axe +1

Ukuja ends their turn. Hatchetbird recharges from discard.

Ukuja attempts to recover all cards in their Recovery pile.
Soothing Word: Divine 8: 1d10 + 5 ⇒ (10) + 5 = 15 -> Soothing Word recharged.
Angelstep: Survival 9: 1d10 + 7 ⇒ (8) + 7 = 15 -> Angelstep recharged.

Ukuja resets their hand.

Ukuja wrote:

Hand: Blessing of the Elements, Stone Axe +1, Blessing of Milani, Major Cure, Elk, Fire Gecko, Wendifisa Spear, Dwarf Caiman,

Displayed: Leryn (Hunter Class Deck), Giant Chameleon, Pathfinder Chronicler,
Deck: 9 Discard: 0 Buried: 0
"Current Location: Base
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Used

Pathfinder Chronicler: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.

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

Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to Farm if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Call Animal, Blessing of the Green Faith (1), Raven, Blessing of the Green Faith (2), Cure, Hatchet
Recharged: Hatchetbird, Soothing Word, Angelstep,
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

Farm card 2 banished.
Base card 4 Pathfinder Chronicler displayed.
Academy card1 examined: Rioting Mob.

Grenek cured for a total of 3 and Wounded removed.


During This Adventure: When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.

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

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

During This Scenario: Scenario Harrow Suit: Stars
STORY BANES
Danger: Rioting Mob
Villain: None
Henchmen (Closing): Evidences - Proxy A

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Evidence:

Story Bane
Traits: Task Trigger
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
[/spoiler

SETUP
After building the locations, shuffle a non-closing henchman Rioting Mob --Proxy B and a new ally into each.

DURING THIS SCENARIO
Once each turn, you may bury a card to explore.

When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER

Scenario Level (#): 4

Turn: 10, Grenek/AAUGHWHY

[spoiler=Random Cards]
Monsters

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

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

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

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

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

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

Spoiler:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

Spoiler:
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.

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

Spoiler:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

Spoiler:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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


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

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


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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

Spoiler:
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

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

Spoiler:
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Enora/EmpTyger:
Spoiler:
Hourglass Card 1 Enora/EmpTyger
The Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Hourglass Card 2 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 2 Quinn/MatsuKurisu
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 3 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ukuja/Bigguyinblack
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 4 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 4 Grenek/AAUGHWHY
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 5 Enora/EmpTyger:
Spoiler:
Hourglass Card 5 Enora/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 6 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 6 Quinn/MatsuKurisu
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 7 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ukuja/Bigguyinblack
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 8 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 8 Grenek/AAUGHWHY
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 9 Enora/EmpTyger:
Spoiler:
Hourglass Card 9 Enora/EmpTyger
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 10 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 10 Quinn/MatsuKurisu
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 11 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ukuja/Bigguyinblack
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 12 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 12 Grenek/AAUGHWHY
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 13 Enora/EmpTyger:
Spoiler:
Hourglass Card 13 Enora/EmpTyger
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 14 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 14 Quinn/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 15 Ukuja/Bigguyinblack
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 16 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 16 Grenek/AAUGHWHY
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 17 Enora/EmpTyger:
Spoiler:
Hourglass Card 17 Enora/EmpTyger
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 18 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 18 Quinn/MatsuKurisu
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 19 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 19 Ukuja/Bigguyinblack
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 20 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 20 Grenek/AAUGHWHY
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 21 Enora/EmpTyger:
Spoiler:
Hourglass Card 21 Enora/EmpTyger
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

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: Ukuja/Bigguyinblack, None

Base Card 1:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 2:
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 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
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 5:
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.

Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
Bank Of Abadar Card 1:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Bank Of Abadar Card 2:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Bank Of Abadar Card 3:
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Bank Of Abadar Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Bank Of Abadar Card 5:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Bank Of Abadar Card 6:
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.
Bank Of Abadar Card 7:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Bank Of Abadar Card 8:
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.

Bank Of Abadar Card 9:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Bank Of Abadar Card 10:
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.
Bank Of Abadar Card 11:
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.
Bank Of Abadar Card 12:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: Grenek/AAUGHWHY,
Farm Card 1:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Farm Card 2:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Farm Card 3:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Farm Card 4:
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.
Farm Card 5:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Farm Card 6:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Farm Card 7:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Farm Card 8:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Farm Card 9:
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.
Farm Card 10:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Quinn/MatsuKurisu, Enora/EmpTyger, Scourges Marked: Poisoned
Manor Card 1 (Trapped Chest):
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.
Manor Card 2:
Eries Yelloweyes
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Manor Card 3:
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.
Manor Card 4:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Manor Card 5:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Plaza Card 1:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Plaza Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 3:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Plaza Card 4:
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.
Plaza Card 5:
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.
Plaza Card 6:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Plaza Card 7:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None
Den Of Iniquity Card 1:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity Card 2:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Den Of Iniquity Card 3:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Den Of Iniquity Card 4:
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.
Den Of Iniquity Card 5:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Den Of Iniquity Card 6:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 7:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 8:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Den Of Iniquity Card 9:
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.
Den Of Iniquity Card 10:
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.
Den Of Iniquity Card 11:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Den Of Iniquity Card 12:
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.


Location #6: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Academy Card 1 (Henchman Proxy B6):
Henchman Proxy B6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Academy Card 2:
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.
Academy Card 3:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Academy Card 4:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Academy 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.
Academy Card 6:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Academy Card 7:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

Off turn, get healed and remove Wounded. Thanks!

Hour is Sands of the Hour: No Effect

Grenek is lamenting the continued lack of smashables when he receives word of a very smashable Card 1: Trapped Chest at the Manor. He bounds over there to help take care of it. For the check vs the chest, bury a card from discards to Rage

Melee 15: 1d10 + 1d8 + 7 ⇒ (9) + (7) + 7 = 23 I add another Goblin Marker

Inside Grenek finds a Venomous Dagger!

Melee 11: 1d10 + 6 ⇒ (6) + 6 = 12

The Manor is really stinky and hard to breathe in, so Grenek starts making his way out. Along the way he encounters Card 2: Eries Yelloweyes headed the same direction. Discard cook to explore again. Auto-Fail the check

Eries is riding on top of a Card 3: Firepelt Cougar. It takes one look at Grenek and licks its chops; Grenek isn't interested on being on the receiving end of a chomp. Discard Blessing of Gorum to explore again. Auto-Fail the check (which sucks; that's a pretty good card!)

Grenek makes a wide circle around the cougar and makes heads back to the Farm. Use power to move end of turn.

"

Grenek wrote:

Hand: Venomous Dagger, Crocodile Skin Armor, Shock Glaive, Crowbar, Mastiff,

Displayed: White War Paint, Hide Armor (Core),
Deck: 8 Discard: 3 Buried: 2
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Crocodile Skin Armor)

Dagger: On local combat, freely recharge to add 1d12 (can do this and bite on same check)

Other: Goblin Markers: 2

White War Paint: +1d8 vs Undead banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff (Core), Scythe +1, Wounding Spear-Axe, Blessing of Torag, Blessing of the Gods 2, Staff of Minor Healing (Core), Quartermaster, Vale Temros
Recharged:
Discard Pile: Blessing of Gorum, Cook, Greatclub +1,
Buried Pile: Shock Glaive +1, Blessing of the Gods,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0

Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([ ] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card

"


Female Halfling Arcanist/White Mage Deck Handler

Blessing 1: Desert o'clock: When you move during your move step, bury a card.
Manor House: Recharging Volcanic Storm to draw Acid Splash
Exploring Manor House 4: Henchman A3: Evidence

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

Revealing Spellbook
Knowledge 10+4=14: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (1) = 11
Evidence is shuffled back into Manor House

Discarding Cleric of Nethys to examine Manor House 4: Evidence, Manor House 5: Magistrate

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

Evidence triggers and is encountered
Revealing Spellbook
Knowledge 10+4=14: 1d10 + 4 + 1d4 + 1d8 ⇒ (4) + 4 + (1) + (1) = 10
Evidence is shuffled back into Manor House
Shuffled Manor House: 1d2 + 3 ⇒ (1) + 3 = 4
Using Cleric of Nethys to explore Manor House 4: Henchman A3: Evidence
Revealing Spellbook
Knowledge 10+4=14: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (3) = 13
Evidence is shuffled back into Manor House

Ending turn. Resetting hand: Revealing Byzantine Lexicon.
Poisoning: Byzantine Lexicon is recharged
(At the start of Quinn's turn)
Cured: 1d4 + 1 ⇒ (2) + 1 = 3
Banishing Restorative Touch to recovery to heal Quinn for 3 and remove Quinn's Poisoned.
Recovery:
Divine 11: 1d10 + 4 ⇒ (1) + 4 = 5
Restorative Touch is discarded

(From the notes of Enora, party arcanist.)

Perhaps affected by the lingering fumes, but of my investigations within the magistrate's manor house, each and every led to a dead end. With a clearer head, Quinn I prayed would have more success.

Enora wrote:

Hand: Acid Splash, Acid Rain, Marionette, Spellbook, Disable Mechanism (banish to recovery for +2d8 to Disable or vs Construct/Lock/Trap bane), Restorative Touch

Displayed: Poisoned,
Deck: 15 Discard: 2 1 Buried: 1
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking: Disable Mechanism

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2

Dark Archive

Turn order
Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,

Retcon
Poisoned reapplied from Location :-(
Poison recharge: 1d6 ⇒ 1 - Shock Kukri

After Reset Hand:

Shock Kukri
Keen Rapier
ac Red War Paint
Elixir of Healing
Elixir of Focus
Quilted Cloth Armor

Poison removed by Restorative Touch from Enora/EmpTyger
Healed 3 - full heal

Blessing = #2:Erastil's Eye
When this is the hour: If you are at a Wild location, you may discard a card to explore.

Start of Turn

At: #3: Manor

Give: No
Move: No

Recovery Potion of Healing (Grenek/AAUGHWHY) Heal: 1d4 ⇒ 4

Free explore = 4: Henchman Proxy A3
Evidence: Story Bane, Barrier, Knowledge 14(10+4)

Spoiler:
Traits: Task Trigger
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

Knowledge 1d10+2+2, Quinn.Item Bury(ac Red War Paint) +1d8+3
Knowledge 14: 1d10 + 2 + 2 + 1d8 + 3 ⇒ (10) + 2 + 2 + (7) + 3 = 24 Banished
Evidence Displayed

#3: Manor
When Closing: Succeed at a Diplomacy 9(5+4) check.
Diplomacy 1d6+2, Recovery Elixir of Focus +1d10+2
Diplomacy 9: 1d6 + 2 + 1d10 + 2 ⇒ (2) + 2 + (7) + 2 = 13 - Closed

When Permanently Closed: Search your deck for a card and draw it. (ac Elixir of Focus)

Move to #5: Den Of Iniquity
Grenek and Enora move

End of Turn
Quinn Eot Examine = (Den Of Iniquity Card 1: Henchman Proxy B5 )

Recovery
Auto recharge Elixir of Focus & Elixir of Healing

Reset
Draw up Fox
Shock Kukri
Leech
Elixir of Love

Summary
Location = #3: Manor Card - Closed
Acquired =
Banished = Quinns Poisoned, 4: Henchman Proxy A3
Examined =

Location = #5: Den Of Iniquity
Acquired =
Examined = 1: Henchman Proxy B5

From Box =
Displayed =
Give =
Used =

Other = (Grenek/AAUGHWHY) Heal: 4
Move to #5: Den Of Iniquity
Grenek and Enora move

"

Quinn wrote:

Hand: Keen Rapier, Shock Kukri, ac Elixir of Focus, Elixir of Love, Fox, Leech,

Displayed: Quilted Cloth Armor,
Deck: 11 Discard: 0 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+3 vs barrier. *1
Elixir or Love / Fox available

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Locksmith, Card Caster, Gem of Mental Acuity, Keen Starknife, The Midwife, Twitch Tonic, Naval Hero, Prayer, Liquid Courage
Recharged: Elixir of Focus, Elixir of Healing,
Discard Pile:
Buried Pile: Bloodroot Poison, ac Red War Paint,

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Abadar's Law: When this is the hour: On your check to close or to guard, add 1d4.

Ukuja moves to Farm.

Farm Card 1: Maiden's Helm:

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

fortitude 10 revealing Dwarf Caiman, reloading Giant Chameleon, and aided by location: 1d4 + 4d6 ⇒ (4) + (1, 3, 5, 5) = 18

Display Maiden's Helm, Discard Elk to explore.

Farm Card 2: Henchman Proxy B2 Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Discard Dwarf Caiman to evade.

recharge from discard at end of turn 1. Elk, 2. Dwarf Caiman: 1d2 ⇒ 2

Ukuja wrote:

Hand: Blessing of the Elements, Stone Axe +1, Blessing of Milani, Major Cure, Blessing of the Green Faith (2), Fire Gecko, Wendifisa Spear,

Displayed: Leryn (Hunter Class Deck), Maiden's Helm, Pathfinder Chronicler, Giant Chameleon,
Deck: 9 Discard: 1 Buried: 0
"Current Location: Farm
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Used

Pathfinder Chronicler: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.

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

Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to Farm if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith (1), Hatchet, Cure, Raven, Call Animal
Recharged: Hatchetbird, Soothing Word, Angelstep, Dwarf Caiman,
Discard Pile: Elk,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

Farm card 1 acquired.
Farm cards 2+ randomized.

Dark Archive

Quinn Retcon
Random card 4,5: 1d2 ⇒ 2
5: Magistrate, Ally 2, Knowledge 9

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

Knowledge 9: 1d10 + 2 + 2 ⇒ (1) + 2 + 2 = 5 - Use Paizo reroll
Knowledge 9: 1d10 + 2 + 2 ⇒ (9) + 2 + 2 = 13 - Acquired

Discard 5: Magistrate to explore, rest of turn stays the same

"

Quinn wrote:

Hand: Keen Rapier, Shock Kukri, ac Elixir of Focus, Elixir of Love, Fox, Leech,

Displayed: Quilted Cloth Armor,
Deck: 11 Discard: 1 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+3 vs barrier. *1
Elixir or Love / Fox available

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Keen Starknife, Card Caster, Gem of Mental Acuity, The Midwife, Naval Hero, Twitch Tonic, Prayer, The Locksmith, Liquid Courage
Recharged: Elixir of Focus, Elixir of Healing,
Discard Pile: ac Magistrate,
Buried Pile: Bloodroot Poison, ac Red War Paint,

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


During This Adventure: When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.

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

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

During This Scenario: Scenario Harrow Suit: Stars
STORY BANES
Danger: Rioting Mob
Villain: None
Henchmen (Closing): Evidences - Proxy A

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Evidence:

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

SETUP
After building the locations, shuffle a non-closing henchman Rioting Mob --Proxy B and a new ally into each.

DURING THIS SCENARIO
Once each turn, you may bury a card to explore.

When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER

Scenario Level (#): 4

Turn: 14, Grenek/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Dire Crocodile
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

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

Spoiler:
Bloodbug Swarm
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12

Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.


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

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

Barriers
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:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

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

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

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

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

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

Spoiler:
Venomous Hand Crossbow
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

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

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

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


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

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


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

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

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


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

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

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

Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
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 Diplomacy or Stealth check, you may draw this card to add 1d4.

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

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

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

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

Spoiler:
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:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

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

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

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

Spoiler:
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.

Blessings
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:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.

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

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

Spoiler:
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.

Hour Power: 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: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Enora/EmpTyger:
Spoiler:
Hourglass Card 1 Enora/EmpTyger
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 2 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 2 Quinn/MatsuKurisu
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hourglass Card 3 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ukuja/Bigguyinblack
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 4 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 4 Grenek/AAUGHWHY
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hourglass Card 5 Enora/EmpTyger:
Spoiler:
Hourglass Card 5 Enora/EmpTyger
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 6 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 6 Quinn/MatsuKurisu
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 7 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ukuja/Bigguyinblack
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 8 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 8 Grenek/AAUGHWHY
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 9 Enora/EmpTyger:
Spoiler:
Hourglass Card 9 Enora/EmpTyger
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 10 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 10 Quinn/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ukuja/Bigguyinblack
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 12 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 12 Grenek/AAUGHWHY
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 13 Enora/EmpTyger:
Spoiler:
Hourglass Card 13 Enora/EmpTyger
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 14 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 14 Quinn/MatsuKurisu
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 15 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 15 Ukuja/Bigguyinblack
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 16 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 16 Grenek/AAUGHWHY
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 17 Enora/EmpTyger:
Spoiler:
Hourglass Card 17 Enora/EmpTyger
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

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: Enora/EmpTyger, None

Base Card 1:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 2:
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 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
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 5:
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.

Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
Bank Of Abadar Card 1:
Ausio Carowyn
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Bank Of Abadar Card 2:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Bank Of Abadar Card 3:
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Bank Of Abadar Card 4:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Bank Of Abadar Card 5:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Bank Of Abadar Card 6:
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.
Bank Of Abadar Card 7:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Bank Of Abadar Card 8:
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.

Bank Of Abadar Card 9:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Bank Of Abadar Card 10:
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.
Bank Of Abadar Card 11:
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.
Bank Of Abadar Card 12:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Location #2: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/Bigguyinblack, Grenek/AAUGHWHY,
Farm Card 1:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Farm Card 2:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Farm Card 3:
Drums of Haste
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Farm Card 4:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Farm Card 5:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Farm Card 6:
Tayce Soldado
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Farm Card 7:
Hellknight of the Nail
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Farm Card 8:
Red Mantis Ambush
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Farm Card 9:
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.

Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Scourges Marked: Poisoned

Location #4: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Plaza Card 1:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Plaza Card 2:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Plaza Card 3:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Plaza Card 4:
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.
Plaza Card 5:
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.
Plaza Card 6:
Brute Force Shield
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Plaza Card 7:
Pit Gladiator
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: Quinn/MatsuKurisu, None
Den Of Iniquity Card 1:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity Card 2:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Den Of Iniquity Card 3:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Den Of Iniquity Card 4:
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.
Den Of Iniquity Card 5:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Den Of Iniquity Card 6:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 7:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 8:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Den Of Iniquity Card 9:
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.
Den Of Iniquity Card 10:
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.
Den Of Iniquity Card 11:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Den Of Iniquity Card 12:
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.


Location #6: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Academy Card 1 (Henchman Proxy B6):
Henchman Proxy B6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Academy Card 2:
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.
Academy Card 3:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Academy Card 4:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Academy 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.
Academy Card 6:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Academy Card 7:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

Off turn, get healed. Thanks!

Hour is The Bear: On your Strength check, add 2.

Grenek hears some sort of commotion outside the Farm. It's a Card 1: Rioting Mob! Requesting Ukuja's Blessing of the Green Faith to add 1 dice

Diplomacy 10: 2d8 ⇒ (5, 4) = 9 :( Ukuja and I each need to fight a Thug

"

Thug:
Thug
Story Bane Monster 0

Traits
Fighter
Human

Check
Combat
10+##
OR
Charisma
Diplomacy
7+#

Powers
Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

"

Grenek pulls his head over his head and tries to hide. Someone in the mob makes a big mistake: "Aww... What a cute bunny!" Reveal Shock Glaive for Melee+1d10+1d4. Goblin Markers and Hour add 4

BA Melee 8: 1d10 + 8 ⇒ (4) + 8 = 12
Combat 18: 2d10 + 1d4 + 8 ⇒ (5, 7) + (3) + 8 = 23

The thug will never be making that mistake again (or any mistake, for that matter). As the mob flees, Grenek looks around. Discard Mastiff to explore again

Random Card: 1d9 ⇒ 4

Grenek can feel some of the mob members giving him the Card 4: Evil Eye. I auto-fail and suffer Dazed. At least it banishes itself!

"

Grenek wrote:

Hand: Venomous Dagger, Crocodile Skin Armor, Shock Glaive, Crowbar, Greatclub +1,

Displayed: White War Paint, Hide Armor (Core),
Deck: 10 Discard: 1 Buried: 2
Hero Points: 1 // Grenek has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.

If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.


NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Greatclub, Crocodile Skin Armor)

Dagger: On local combat, freely recharge to add 1d12 (can do this and bite on same check)

Other: Goblin Markers: 2

White War Paint: +1d8 vs Undead banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff (Core), Quartermaster, Blessing of Gorum, Staff of Minor Healing (Core), Blessing of the Gods 2, Vale Temros, Scythe +1, Cook, Wounding Spear-Axe, Blessing of Torag
Recharged:
Discard Pile: Mastiff,
Buried Pile: Shock Glaive +1, Blessing of the Gods,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0

Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([ ] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card

"


Female Halfling Arcanist/White Mage Deck Handler

(During Grenek's turn)
Summoning Thug

Thug:
Story Bane Monster 0

Traits
Fighter
Human
Check
Combat
10+##
OR
Charisma
Diplomacy
7+#
Powers
Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.


Diplomacy 4+4=8: 1d10 + 4 ⇒ (4) + 4 = 8
Banishing Acid Rain to recovery
Combat 10+8=18: 3d6 + 9 ⇒ (2, 5, 6) + 9 = 22
Restorative Touch is recharged. Thug is banished
Recovery: Revealing Spellbook
Arcane 13: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (1) = 10
Acid Rain is discarded

(Enora's turn)
Blessing 1: Nethys's Duality o'clock: On your check against a spell, add 1d4.
Moving to Plaza
Exploring Plaza 1: Invisible Wall

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

Revealing Spellbook
Arcane 9: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (4) = 11
Invisible Wall is banished

Using Invisible Wall to explore Plaza 2: Henchman A4: Evidence

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

Revealing Spellbook
Knowledge 10+4=14: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7
Evidence is shuffled back into Plaza

Shuffled Plaza: 1d6 + 1 ⇒ (5) + 1 = 6
Burying Marionette to explore Plaza 6: Brute Force Shield or Random Armor 1: Voidglass Armor. Banishing Brute Force Shield

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

Discarding Magic Acid Splash
CON 9: 1d6 + 1d8 ⇒ (5) + (2) = 7
Voidglass Armor is banished

Ending turn. Resetting hand.
Poisoned: Disable Mechanism is recharged

(From the notes of Enora, party arcanist.)

Unleashing a deluge of acid at a rowdy thug, my ill-mood surely fueled partially by my ill sanguinity, I remained impatient when a evocation of invisible force which I hoped indicated a lead, upon further investigation, merely emanated from an activated armor of voidglass owned by an unaffiliated denizen of the Ardis plaza.

Enora wrote:

Hand: Orison, Fire Snake, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Life Drain, Spellbook,

Displayed: Poisoned,
Deck: 13 Discard: 3 Buried: 2
Notes: No preference for if/where Enora gets moved.
Ask before using: Orison
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for villain/henchman/closing; Binder's Tome

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2

Changes:
Plaza 1 banished, Plaza 6 banished, Plaza shuffled.
Random Armor 1 banished
Enora is at Plaza

Dark Archive

Turn order
Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,

On Grenek's turn
Encounter summoned

Thug:
Thug
Story Bane Monster 0

Traits
Fighter
Human

Check
Combat
10+##
OR
Charisma
Diplomacy
7+#

Powers
Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.


Diplomacy 1d6+2, Recovery Elixir of Love +1d10
BYA Diplomacy 8(4+4): 1d6 + 2 + 1d10 ⇒ (4) + 2 + (2) = 8 - Success
Recharge Keen Rapier to use Knowledge +AD1
Reveal Shock Kukri 1d10+2+2+1+2d6
Combat 18(10+4+4): 1d10 + 2 + 2 + 1 + 2d6 ⇒ (9) + 2 + 2 + 1 + (5, 1) = 20 - Defeated

Blessing = #2:Our Lord In Iron
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.

Start of Turn

At: #5: Den Of Iniquity

Give: No
Move: #4: Plaza

Free explore Top Card 2-5,7: 1d5 ⇒ 2 =
2: Henchman Proxy A4
Evidence: Story Bane, Barrier, Knowledge 14(10+4)

Spoiler:
Traits: Task Trigger
To Defeat: Intelligence Wisdom Knowledge Perception 10+#
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

Knowledge 1d10+2+2, Recharge Fox +1d4, Recharge Ukuja's Blessing of the Green Faith (2) +1d10
Knowledge 14: 1d10 + 2 + 2 + 1d4 + 1d10 ⇒ (3) + 2 + 2 + (3) + (6) = 16 Banished
Evidence Displayed

#4: Plaza
When Closing: Succeed at a Diplomacy 9(5+4) check.
Diplomacy 1d6+2, Recovery ac Elixir of Focus +1d10+2
Diplomacy 9: 1d6 + 2 + 1d10 + 2 ⇒ (5) + 2 + (6) + 2 = 15 - Closed

Move to #2: Farm
Enora move to #2: Farm - If Enora moves to #2: Farm, Quinn will heal
Recharge Leech, Heal Enora: 1d4 - 1 ⇒ (4) - 1 = 3

End of Turn
Quinn Eot Examine = (Farm Card 5: Henchman Proxy A2)

Recovery
Auto recharge ac Elixir of Focus & Elixir of Love

Reset
Draw up The Locksmith, Naval Hero, Keen Starknife, Twitch Tonic, The Midwife

Summary
Location = #4: Plaza - Closed
Acquired =
Banished = 2: Henchman Proxy A4
Examined =

Location = #2: Farm Card
Acquired =
Examined = Henchman Proxy A2

From Box =
Displayed =
Give =
Used = Recharge Ukuja's Blessing of the Green Faith (2)

Other = Heal Enora 3
Move to #2: Farm
Enora move to #2: Farm

"

Quinn wrote:

Hand: Shock Kukri, The Locksmith, Naval Hero, Keen Starknife, Twitch Tonic, The Midwife,

Displayed: Quilted Cloth Armor,
Deck: 11 Discard: 1 Buried: 2
Current Location: #2: Farm
Hero Points: 1
NOTES:
Available Support: Distant: The Locksmith available
Local: Bury item to add +1d8+3 vs barrier. *1
The Midwife: Exchange an encountered Boon or Non-Story Bane. Available
Keen Starknife available: +1d4 on combat
Naval Hero: On a local combat or Charisma check, recharge to add 1d6.

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Card Caster, Gem of Mental Acuity, Prayer, Liquid Courage
Recharged: Elixir of Focus, Elixir of Healing, Keen Rapier, Fox, Leech, ac Elixir of Focus, Elixir of Love,
Discard Pile: ac Magistrate,
Buried Pile: Bloodroot Poison, ac Red War Paint,

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"

Dark Archive

Quinn - Corrections to turn

Use Enora's Blessing (Orison) instead of Ukuja's BoGreen Faith

Quinn wrote:

Hand Reset: Shock Kukri,

Displayed: Quilted Cloth Armor,
Deck: 16 Discard: 1 Buried: 2
Current Location: #2: Farm
Hero Points: 1

End of Turn

Quinn Eot Examine = (Farm Card 5: Henchman Proxy A2, TRIGGER)
Evidence:
Evidence
Story Bane Barrier 1

Traits
Task
Trigger

Check
Intelligence
Wisdom
Knowledge
Perception
10+#

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

Knowledge 1d10+2+2, Evidence Trigger +1d8
Knowledge 14: 1d10 + 2 + 2 + 1d8 ⇒ (9) + 2 + 2 + (7) = 20 - Banished
Evidence Displayed

#2: Farm
When Closing: Succeed at a Diplomacy 8(4+4) check.
Diplomacy 1d6+2+1d4
Diplomacy 8: 1d6 + 2 + 1d4 ⇒ (6) + 2 + (4) = 12 - Closed

When Permanently Closed: You may draw a new Animal ally.
A1: Flensing Jelly - banished
A2: Sable Company Marine - banished
A3: Raccoon, Ally 3, Animal - Acquired

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

Move to #0: Base
Enora move to #0: Base - If Enora moves to #2: Farm, Quinn will heal 3 cards from prior roll
Ukuja / Grenek Move to ??

Recovery
Auto recharge ac Elixir of Focus & Elixir of Love

Reset
Draw up The Locksmith, Naval Hero, Keen Starknife, Twitch Tonic

Summary
Location = #4: Plaza - Closed
Acquired =
Banished = 2: Henchman Proxy A4
Examined =

Location = #2: Farm Card - Closed
Acquired = A3: Raccoon
Banished = Henchman Proxy A2
Examined =

From Box = A1: Flensing Jelly, A2: Sable Company Marine, A3: Raccoon
Displayed =
Give =
Used = Discard Enora's Blessing (Orison)

Other = Heal Enora 3
Move to #0: Base
Enora move to #0: Base
Ukuja / Grenek Move to ??

"

Quinn wrote:

Hand: Shock Kukri, ac Raccoon, The Locksmith, Naval Hero, Keen Starknife, Twitch Tonic,

Displayed: Quilted Cloth Armor,
Deck: 12 Discard: 1 Buried: 2
Current Location: #2: Farm
Hero Points: 1
NOTES:
Available Support: Distant: The Locksmith available
Local: Bury item to add +1d8+3 vs barrier. *1
Keen Starknife available: +1d4 on combat
Naval Hero: On a local combat or Charisma check, recharge to add 1d6.

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded: The Midwife,
Middle of Deck (Unknown Order): Card Caster, Gem of Mental Acuity, Prayer, Liquid Courage
Recharged: Elixir of Focus, Elixir of Healing, Keen Rapier, Fox, Leech, ac Elixir of Focus, Elixir of Love,
Discard Pile: ac Magistrate,
Buried Pile: Bloodroot Poison, ac Red War Paint,

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Female Halfling Arcanist/White Mage Deck Handler

(During Quinn's turn)
Enora will move with Quinn to Farm.
Cleric of Nethys, Acid Splash, Orison are healed.
Then Enora will move to Academy.

(From the notes of Enora, party arcanist.)

Quinn's expertise at following clues, more than my simple orison, allowed a respite from my floundering attempts at deduction, inspiring a return to the academy for further education. Between investigative successes, Quinn even demonstrated a skill in the art of leeching which, while not drawing out the poisoning still affecting my pallor, nevertheless brought me relief.

Enora wrote:

Hand: Fire Snake, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Life Drain, Spellbook,

Displayed: Poisoned,
Deck: 16 Discard: 1 Buried: 2
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for villain/henchman/closing; Binder's Tome

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

combat 10 +4 +4 vs Thug during Grenek's turn revealing Stone Axe +1 for survival, discarding Stone Axe +1, revealing Fire Gecko: 1d10 + 3d6 + 1d4 + 8 ⇒ (4) + (5, 2, 2) + (2) + 8 = 23

On Farm close move to Den Of Iniquity.

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

Leryn examines Den Of Iniquity card 1: Henchman Proxy B5/Rioting Mob no trigger. Move to Bank Of Abadar and explore.

Bank Of Abadar Card 1: Ausio Carowyn:

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

diplomacy 7 revealing Maiden's Helm: 1d4 + 1d6 ⇒ (2) + (3) = 5

Banished. Reload Leryn to examine next 2 cards: Drums of Panic, The Tyrant. Place The Tyrant on top. Discard Blessing of Milani to explore.

Bank Of Abadar Card 3: The Tyrant:

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

fortitude 4 +4: 1d6 + 2 ⇒ (6) + 2 = 8 Acquire then bury The Tyrant due to location.

End turn. Recharge Elk from discard.

Ukuja wrote:

Hand: Blessing of the Elements, Call Animal, Raven, Major Cure, Hatchet, Fire Gecko, Wendifisa Spear,

Displayed: Leryn (Hunter Class Deck), Maiden's Helm, Pathfinder Chronicler, Giant Chameleon,
Deck: 8 Discard: 2 Buried: 0
"Current Location: Bank Of Abadar
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Used

Pathfinder Chronicler: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.

Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to Farm if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure, Blessing of the Green Faith (1)
Recharged: Hatchetbird, Soothing Word, Angelstep, Dwarf Caiman, Blessing of the Green Faith (2), Elk,
Discard Pile: Stone Axe +1, Blessing of Milani,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

Den Of Iniquity card 1 examined: Rioting Mob.
Bank Of Abadar card 1 banished.
Bank Of Abadar card 3 acquired.
Bank Of Abadar card 2 Drums of Panic now top card.


Ukuja didn't deal with the Thug's BA Ability. He has to banish a boon or succeed at a Strength, Charisma, Melee or Diplomacy 8 check before he takes his next turn.

During This Adventure: When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.

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

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

During This Scenario: Scenario Harrow Suit: Stars
STORY BANES
Danger: Rioting Mob
Villain: None
Henchmen (Closing): Evidences - Proxy A

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Evidence:

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

SETUP
After building the locations, shuffle a non-closing henchman Rioting Mob --Proxy B and a new ally into each.

DURING THIS SCENARIO
Once each turn, you may bury a card to explore.

When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER

Scenario Level (#): 4

Turn: 18, Grenek/AAUGHWHY

Random Cards:

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

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

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

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

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


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

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

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

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

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

Spoiler:
Venomous Hand Crossbow
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

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

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

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

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

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


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

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

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


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

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


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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

Spoiler:
The 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.

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

Current Hour:

Irori's Mastery:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Enora/EmpTyger:
Spoiler:
Hourglass Card 1 Enora/EmpTyger
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Hourglass Card 2 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 2 Quinn/MatsuKurisu
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 3 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ukuja/Bigguyinblack
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 4 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 4 Grenek/AAUGHWHY
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 5 Enora/EmpTyger:
Spoiler:
Hourglass Card 5 Enora/EmpTyger
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 6 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 6 Quinn/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 7 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ukuja/Bigguyinblack
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 8 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 8 Grenek/AAUGHWHY
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 9 Enora/EmpTyger:
Spoiler:
Hourglass Card 9 Enora/EmpTyger
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 10 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 10 Quinn/MatsuKurisu
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 11 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 11 Ukuja/Bigguyinblack
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 12 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 12 Grenek/AAUGHWHY
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 13 Enora/EmpTyger:
Spoiler:
Hourglass Card 13 Enora/EmpTyger
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

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: Quinn/MatsuKurisu, Grenek/AAUGHWHY, None

Base Card 1:
Moise
None
Supporter 2
Traits:
Human
Hunter
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
Base Card 2:
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 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
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.
Base Card 5:
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.

Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/Bigguyinblack, None
Bank Of Abadar Card 1 (Drums of Panic):
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Bank Of Abadar Card 2:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Bank Of Abadar Card 3:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Bank Of Abadar Card 4:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Bank Of Abadar Card 5:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Bank Of Abadar Card 6:
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.

Bank Of Abadar Card 7:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Bank Of Abadar Card 8:
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.
Bank Of Abadar Card 9:
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.
Bank Of Abadar Card 10:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Scourges Marked: Poisoned

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
Located/Displayed Here: None

Den Of Iniquity Card 1 (Henchman Proxy B5):
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Den Of Iniquity Card 2:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Den Of Iniquity Card 3:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Den Of Iniquity Card 4:
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.
Den Of Iniquity Card 5:
Grounded Studded Leather
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Den Of Iniquity Card 6:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 7:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 8:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Den Of Iniquity Card 9:
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.
Den Of Iniquity Card 10:
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.
Den Of Iniquity Card 11:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Den Of Iniquity Card 12:
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.


Location #6: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Enora/EmpTyger, None
Academy Card 1 (Henchman Proxy B6):
Henchman Proxy B6
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Academy Card 2:
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.
Academy Card 3:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Academy Card 4:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Academy 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.
Academy Card 6:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Academy Card 7:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

Hour is Irori's Mastery:On your blessed check, you may reroll any dice showing 1.

Move to Bank of Abadar

Encounter Drums of Panic

CON 10: 1d10 + 3 ⇒ (4) + 3 = 7

Grenek finds some fun drums at the Bank of Abadar. Too bad they're broken...

"

Grenek wrote:

Hand: Venomous Dagger, Crocodile Skin Armor, Shock Glaive, Crowbar, Greatclub +1,

Displayed: White War Paint, Hide Armor (Core),
Deck: 10 Discard: 1 Buried: 2
Hero Points: 1 // Grenek has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.

If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.


NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Greatclub, Crocodile Skin Armor)

Dagger: On local combat, freely recharge to add 1d12 (can do this and bite on same check)

Other: Goblin Markers: 2

White War Paint: +1d8 vs Undead banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff (Core), Vale Temros, Staff of Minor Healing (Core), Wounding Spear-Axe, Scythe +1, Blessing of Gorum, Blessing of the Gods 2, Quartermaster, Cook, Blessing of Torag
Recharged:
Discard Pile: Mastiff,
Buried Pile: Shock Glaive +1, Blessing of the Gods,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0

Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([ ] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card

"


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Missed that. To keep things simple I'll banish the Blessing of the Elements that was in my hand and draw a card to replace it: Cure.


Female Halfling Arcanist/White Mage Deck Handler

Blessing 1: Shelyn's Song o'clock: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Exploring Academy 1: Henchman B6: Rioting Mob

Rioting Mob:
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Revealing Binder's Tome
Diplomacy 6+4=10: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16
Henchman B6 is banished

Using Academy to explore Academy 2: Hippogriff Fledgling

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.

Banishing Fire Snake to recovery to use Divine, revealing Binder's Tome
Divine 11: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (1) = 13
Acid Rain is recharged. Hippogriff Fledgling is acquired

Discarding Hippogriff Fledging to move to Den of Iniquity and explore Den of Iniquity 1: Henchman B5: Rioting Mob

Rioting Mob:
CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Revealing Binder's Tome
Diplomacy 6+4=10: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15
Henchman B5 is banished

Burying Spellbook to explore Den of Iniquity 2: Wand of Flame

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.

Revealing Binder's Tome
Divine 11: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17
Wand of Flame is acquired

Ending turn. Recovery: Revealing Binder's Tome
Divine 8: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17
Fire Snake is recharged. Resetting hand.
Poisoned: recharging Locate Object

(From the notes of Enora, party arcanist.)

My own impatience at the lack of information being echoed by students at the Ardis Magic Academy, nevertheless advocating a tactful approach rather than enacting a brutal inquisition in search for answers, I undertook to present this academic position to certain representatives of underworld interests who had been preparing a reciprocal preemptive aggressive unrest. And so mounted upon one of the smaller hippogriffs which senior academics controlled with their fire-whips, flown to the seedier parts of town, I ferried communiques so both academics understood that the gangleaders aggression was not directed at them, and vice versa. Which, while preventing these organizations from coming to blows, nevertheless did not address the general malaise, for which reason I bore a drawn wand of flame rather than venture these shadowy areas of town alone while still afflicted with some nausea.

Enora wrote:

Hand: Wand of Flame, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Life Drain, Chronicler, Acid Splash,

Displayed: Poisoned,
Deck: 16 Discard: 1 Buried: 3
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking: Binder's Tome

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2

Summary:
Academy 1 banished, Academy 2 acquired
Den of Iniquity 1 banished, Den of Iniquity 2 acquired
Enora is at Den of Iniquity

Dark Archive

Turn order
Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,

Blessing = #2:Benefaction
When this is the hour: No effect.

Start of Turn

At: #0: Base

Give: No
Move: #6: Academy

Free explore = 3: Wailing Maidens, Barrier 3: Disable 13

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

Constitution 1d6, Quinn.Item Bury(Twitch Tonic) +1d8+3
Constitution 8: 1d6 + 1d8 + 3 ⇒ (5) + (2) + 3 = 10 Success

Disable 1d10+2+1, Discard The Locksmith +2d10
Disable 13: 1d10 + 2 + 1 + 2d10 ⇒ (5) + 2 + 1 + (1, 5) = 14 Banished

End of Turn
Quinn Eot Examine = (4: Wall of Lightning, Barrier 3)

Recovery

Reset
Draw up The Midwife, Gem of Mental Acuity

Summary
Location = #6: Academy
Acquired =
Banished = 3: Wailing Maidens
Examined = 4: Wall of Lightning

Location =
Acquired =
Examined =

From Box =
Displayed =
Give =
Used =

Other =
"

Quinn wrote:

Hand: Shock Kukri, Keen Starknife, ac Raccoon, Naval Hero, The Midwife, Gem of Mental Acuity,

Displayed: Quilted Cloth Armor,
Deck: 10 Discard: 2 Buried: 3
Current Location: #2: Farm
Hero Points: 1
NOTES:
Available Support: Distant:
Local: Bury item to add +1d8+3 vs barrier. *1
The Midwife: Exchange an encountered Boon or Non-Story Bane. Available
Keen Starknife available: +1d4 on combat
Naval Hero: On a local combat or Charisma check, recharge to add 1d6.

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Liquid Courage, Prayer, Card Caster
Recharged: Elixir of Focus, Elixir of Healing, Keen Rapier, Fox, Leech, ac Elixir of Focus, Elixir of Love,
Discard Pile: ac Magistrate, The Locksmith,
Buried Pile: Bloodroot Poison, ac Red War Paint, Twitch Tonic,

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

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

Leryn examines Bank Of Abadar Card 2: Ambrosia. No trigger.

Move to Base.

Draw 1. Moise, 2. Jayna Lemore, 3. Pathfinder Bodyguard, 4. Ketrik. Display Ketrik and draw a card: Blessing of the Green Faith (1). Bury Ketrik to draw random armors 1 - 3 and keep #2 Bearskin Armor. Display it.

Discard Raven to explore. Draw 1. Moise, 2. Jayna Lemore, 3. Pathfinder Bodyguard, 5. Boors. Display Boors and draw a card: Hatchetbird. Bury Boors to draw random weapon #1 and random weapon #2 Venomous Hand Crossbow. Keep Venomous Hand Crossbow.

Cast Call Animal for Dwarf Caiman. Discard Hatchetbird to move to Den Of Iniquity and explore.

Den Of Iniquity Card 3: Garden Guardian:

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

Enora is already poisoned but Ukuja must roll the BYA. Also just noticed Maiden's Helm is one of the few core armors that isn't displayed so I put it back in my hand.

Fortitude 7 revealing Dwarf Caiman: 1d4 + 1d6 ⇒ (2) + (6) = 8

combat 15 revealing Wendifisa Spear for survival, revealing Fire Gecko: 1d10 + 1d12 + 1d4 + 8 ⇒ (2) + (1) + (1) + 8 = 12
Freely discard Bearskin Armor to add my strength die: 1d6 ⇒ 3

Cure targeting self: 1d4 + 1 ⇒ (1) + 1 = 2

Use scenario power to bury Hatchet to explore.

Den Of Iniquity Card 4: 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.

Survival 8 +4 burying Pathfinder Chronicler: 1d10 + 1d4 + 11 ⇒ (3) + (2) + 11 = 16

Discard Dwarf Caiman to explore.

Den Of Iniquity Card 5: Grounded Studded Leather:

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

Banished.

Ukuja ends their turn. Dwarf Caiman is recharged from discard.

Ukuja attempts to recover all cards in their Recovery pile.
Call Animal: Divine 6: 1d10 + 5 ⇒ (1) + 5 = 6 -> Call Animal recharged.
Cure: Divine 8: 1d10 + 5 ⇒ (5) + 5 = 10 -> Cure recharged.

Ukuja resets their hand.

Ukuja wrote:

Hand: Wendifisa Spear, Venomous Hand Crossbow, Major Cure, Maiden's Helm, Fire Gecko, Blessing of the Green Faith (1), Angelstep, Elk,

Displayed: Leryn (Hunter Class Deck), Giant Chameleon,
Deck: 7 Discard: 3 Buried: 3
"Current Location: Den Of Iniquity
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Used

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

Venomous Hand Crossbow: On a local combat check freely recharge to add 1d12 and the poison trait.

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

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Raven, Soothing Word, Blessing of the Green Faith (2), Hatchetbird
Recharged: Dwarf Caiman, Call Animal, Cure,
Discard Pile: Stone Axe +1, Blessing of Milani, Bearskin Armor,
Buried Pile: The Tyrant, Hatchet, Pathfinder Chronicler,
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

Bank Of Abadar Card 2 examined: Ambrosia.
Base cards 4 and 5 kept.
Random armor #2 and random weapon #2 acquired.
Den Of Iniquity cards 3 - 5 banished.


During This Adventure: When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.

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

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

During This Scenario: Scenario Harrow Suit: Stars
STORY BANES
Danger: Rioting Mob
Villain: None
Henchmen (Closing): Evidences - Proxy A

Rioting Mob:

CotCT Story Bane 0
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.
Evidence:

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

SETUP
After building the locations, shuffle a non-closing henchman Rioting Mob --Proxy B and a new ally into each.

DURING THIS SCENARIO
Once each turn, you may bury a card to explore.

When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

Additional Rules: STORY BANE'S AND LOOT AND HAND TRACKER

Scenario Level (#): 4

Turn: 22, Grenek/AAUGHWHY

Random Cards:

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

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

Spoiler:
Chimera
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11

Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.


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

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

Barriers
Spoiler:
Summoning Trap
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.

Spoiler:
Sick Child
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.

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

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

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

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

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

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

Spoiler:
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.

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

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

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

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

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


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

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


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

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

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

Spoiler:
Glamered Leather Armor
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
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 Diplomacy or Stealth check, you may draw this card to add 1d4.

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

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

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


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

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

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

Spoiler:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

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

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

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

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

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

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

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

Spoiler:
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.

Spoiler:
The 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.

Hour Power: On your check to close or to guard, add 1d4.

Current Hour:

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

Hours Remaining: 9

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Enora/EmpTyger:
Spoiler:
Hourglass Card 1 Enora/EmpTyger
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Hourglass Card 2 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 2 Quinn/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 3 Ukuja/Bigguyinblack
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 4 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 4 Grenek/AAUGHWHY
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 5 Enora/EmpTyger:
Spoiler:
Hourglass Card 5 Enora/EmpTyger
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 6 Quinn/MatsuKurisu:
Spoiler:
Hourglass Card 6 Quinn/MatsuKurisu
The Father of Creation
Core
Blessing 3
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Hourglass Card 7 Ukuja/Bigguyinblack:
Spoiler:
Hourglass Card 7 Ukuja/Bigguyinblack
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Hourglass Card 8 Grenek/AAUGHWHY:
Spoiler:
Hourglass Card 8 Grenek/AAUGHWHY
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 9 Enora/EmpTyger:
Spoiler:
Hourglass Card 9 Enora/EmpTyger
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

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

Base Card 1:
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:
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 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.

Location #1: Bank Of Abadar
Sacred
Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Grenek/AAUGHWHY, None
Bank Of Abadar Card 1 (Ambrosia):
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Bank Of Abadar Card 2:
Vampiric Touch
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.

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

Bank Of Abadar Card 3:
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.
Bank Of Abadar Card 4:
Bloodroot Poison
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Bank Of Abadar Card 5:
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.

Bank Of Abadar Card 6:
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.
Bank Of Abadar Card 7:
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.
Bank Of Abadar Card 8:
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.
Bank Of Abadar Card 9:
Sergeant-at-arms
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

Location #3: Manor
Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Scourges Marked: Poisoned

Location #5: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, Enora/EmpTyger, None

Den Of Iniquity Card 1:
Henchman Proxy A5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Den Of Iniquity Card 2:
Frost Longbow
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Den Of Iniquity Card 3:
Riding Allosaurus
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Den Of Iniquity Card 4:
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.
Den Of Iniquity Card 5:
Jasan Adriel
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Den Of Iniquity Card 6:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Den Of Iniquity Card 7:
Landshark Whelp
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.

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


Location #6: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Quinn/MatsuKurisu, None
Academy Card 1 (Wall of Lightning):
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Academy Card 2:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Academy Card 3:
Restorative Touch
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Academy Card 4:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.


Grenek's Deck Handler // Searching For: Weapon 1 > Item 1 > Armor B > Item B

Forgot to process Dazed on my last turn. My hand would have been shuffled into my deck. Here's what my hand should be

Grenek wrote:

Hand: Cook, Greatclub +1, Scythe +1, Blessing of the Gods 2, Staff of Minor Healing (Core),

Displayed: White War Paint, Hide Armor (Core),
Deck: 10 Discard: 1 Buried: 2
"Hero Points: 1 // Grenek has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.

If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.

"
"NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use

Other: Goblin Markers: 2

White War Paint: +1d8 vs Undead banes

"

Hour is Abadar's Law: On check to guard or close, add 1d4

Start of turn, display Cook

Grenek heads to the academy to help demolish the Card 1: Wall of Lightning. Cook adds 1d4

Fortitude 10: 1d8 + 1d4 + 4 ⇒ (5) + (3) + 4 = 12
Electricity Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Grenek feels energized as he breaks through the wall! And conveniently, there's a Card 2: Ghost ripe for chomping! Location lets me explore again. For the combat, Rage to add my Fortitude. White War Paint adds 1d8. Cook adds 1d4.

Combat 19: 1d10 + 2d8 + 1d4 + 8 ⇒ (2) + (4, 6) + (1) + 8 = 21

Grenek's stomach is very full. He uses the magic stick to make himself feel better. Recharge Staff of Minor Healing to heal myself a card

"

Grenek wrote:

Hand: Blessing of Torag, Quartermaster, Shock Glaive, Staff of Minor Healing (Core), Venomous Dagger,

Displayed: White War Paint, Hide Armor (Core),
Deck: 8 Discard: 2 Buried: 3
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use Quartermaster)

Dagger: Freely recharge to add 1d12 and poison (I can do this and bite on the same check)
Torag: +2 dice on Noncombat STR

Other: Goblin Markers: 2

White War Paint: +1d8 vs Undead banes

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crocodile Skin Armor, Wounding Spear-Axe, Crowbar, Blessing of Gorum, Quarterstaff (Core), Mastiff, Vale Temros
Recharged: Cook,
Discard Pile: Scythe +1, Blessing of the Gods 2,
Buried Pile: Shock Glaive +1, Blessing of the Gods, Greatclub +1,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0

Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([ ] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card

"


Female Halfling Arcanist/White Mage Deck Handler

Blessing 1: Big Sky o’clock: At the start of your turn, you may remove 1 of your scourges.
The Big Sky: Enora is no longer Poisoned
Moving to Academy
Exploring Academy 3: Restorative Touch

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

Revealing Binder’s Tome
Divine 8: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11
Restorative Touch is acquired

Burying Life Drain to explore Academy 4: Ghast

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

Grenek recharges Quartermaster
CON 6: 1d6 + 1d6 ⇒ (3) + (6) = 9
Grenek and Quinn must make a CON/Fortitude 6 check or be Dazed
Banishing Wand of Flame to recovery and discarding Acid Splash for Divine. Quinn recharges Keen Starknife.
Combat 13+8=21: 3d6 + 4 + 1d10 + 4 + 1d4 ⇒ (3, 1, 4) + 4 + (8) + 4 + (1) = 25
Ghast is banished

Restorative Touch healing Quinn: 1d4 + 1 ⇒ (2) + 1 = 3
Banishing Restorative Touch to recovery to heal Quinn 3 and remove Exhausted (if applicable)

Closing empty Academy: Revealing Chronicler by revealing Book
Knowledge 5+4=9: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (5) = 18
Academy is closed. Acid Splash is healed. Moving to Den of Iniquity.
Quinn moves to Base. Grenek must move

Ending turn. Recovery: Revealing Binder’s Tome
Divine 13: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15
Wand of Flame is recharged. Revealing Binder’s Tome
Divine 10: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17
Restorative Touch is recharged. Resetting hand

(At the start of Quinn’s turn)
Banishing Locate Object to recovery to examine Den of Iniquity 1: Henchman A5: Evidence, Den of Iniquity 2: Frost Longbow

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

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

Evidence triggers and is encountered.
Revealing Chronicler by revealing Book
Knowledge 10+4=14: 1d10 + 4 + 1d6 + 1d8 ⇒ (3) + 4 + (3) + (7) = 17
Evidence is displayed.
Closing Den of Iniquity: Burying Chronicler. Enora is Drained.
Den of Iniquity is closed
Moving to Bank of Abadar. Ukuja must move
Recovery: Revealing Binder’s Tome, drained
Divine 8: 1d10 - 1 + 4 + 1d4 - 1 ⇒ (4) - 1 + 4 + (3) - 1 = 9
Locate Object is recharged

(From the notes of Enora, party arcanist.)

Continuing my shuttle diplomacy between mages and rogues, great progress was made towards amity.
The wand of flames gifted by the Thieves’ Guild dealt with undead incursion at the academy; a divination spell revealed evidence of suspect dealings by a mole within the guild chronicles.
My pallor restored from the manor’s miasma by the fresh air, and not sickened by the ghastly breath of the emergent undead, who Grenek’s quick-biting of surely prevented from great injury, although to be safe I implored the academy to cast a curative spell before Quinn’s departure, lest the human have inhaled any of the noxious stench while angling to throw a starknife, yet unaccustomed to the potency of the celebratory imbibements that the factions shared in to honor the detente, I nonetheless found myself in a weakened state before the bank.

Enora wrote:

Hand: Volcanic Storm, Acid Rain, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Locate Object, Chronicler, Byzantine Lexicon (recharge to bless local non-combat WIS),

Displayed: Drained
Deck: 16 15 Discard: 1 Buried: 5 4
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking: Binder's Tome

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2

Summary:
Academy 3 is acquired.
Academy 4 is displayed.
Academy is closed.
Den of Iniquity 1 is displayed.
I think that I don’t actually get a chance to acquire Den of Iniquity 2 (Frost Longbow), but not 100% certain.
Den of Iniquity is closed.
Enora is at Bank of Abadar.
Quinn recharged Keen Starknife, is healed for 3, and is at Base.
Ukuja must move.
Grenek recharged Quartermaster, must make a CON/Fortitude 6 check or be Exhausted, and must move.


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Ukuja moves to Bank Of Abadar.


Female Halfling Arcanist/White Mage Deck Handler

(Correcting my last post)
Before the Evidence triggers, encountering Frost Longbow:
Discarding Magic Acid Rain
DEX 13: 1d6 + 1d8 ⇒ (3) + (5) = 8
Frost Longbow is banished.
Then after Locate Object is finished, Acid Rain is recharged
(Rest is unchanged)

(From the notes of Enora, party arcanist. In the margin alongside the prior entry, the words “ice arrows???” have been written and crossed out.)

Enora wrote:

Hand: Volcanic Storm, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Byzantine Lexicon (recharge to bless local non-combat WIS),

Displayed: Drained,
Deck: 17 Discard: 1 Buried: 5
Notes: No preference for if/where Enora gets moved.
Ask before using:
Can use without asking: Binder's Tome; Byzantine Lexicon

Skills and Powers:

Skills:
Strength d4 [] +1
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Intelligence +1
-- Knowledge: Intelligence +3
Wisdom d6 [] +1 [] +2
Charisma d10 [X] +1 [X] +2 [X] +3 [] +4
-- Diplomacy: Charisma +1
-- Divine: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8 [] 9
On your check to acquire or recharge a boon that has the Magic trait ([] or a blessing), you may discard ([] or recharge) a card that has the Magic trait to add 1d8.
After you play a spell, you may recharge another random spell from your discard pile ([] or any character may recharge a random card from his discard pile).
For your combat check, you may discard a spell ([X] or a boon that has the Magic trait) ([] or shuffle a blessing into your deck) to use your Charisma skill + 1d6 ([X] 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[] Instead of the first exploration on your turn, you may reveal a spell 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.
[X] You gain the skill Divine: Charisma +1.

Hero points: 2

Dark Archive

Turn order
Quinn/MatsuKurisu, Ukuja/Bigguyinblack, Grenek/AAUGHWHY, Enora/EmpTyger,

{ooc]During Enora's turn[/ooc]
Recharge Keen Starknife
Con 6: 1d6 ⇒ 5 Exhausted
Restorative Touch to recovery to heal Quinn 3 and remove Exhausted
Full Heal

Blessing = #2 Quinn/MatsuKurisu: Sands of the Hour
When this is the hour: No effect.

Start of Turn

At: #0: Base

Give: No
Move: #1: Bank Of Abadar

Free explore = 1: Ambrosia, Item 3: Intelligence 12

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

Intelligence 1d10+2, Recharge Ukuja's Blessing of the Green Faith (1) +1d10
Intelligence 12: 1d10 + 2 + 1d10 ⇒ (4) + 2 + (6) = 12 Acquired
Location power. Bury Naval Hero

Discard The Midwife, explore may swap a boon or non story bane =
2: Vampiric Touch, Spell 2: Intelligence 9 = Banished, draw
S1: Heat Metal, Spell 2: Intelligence 9

Spoiler:

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

Intelligence 1d10+2,
Intelligence 9: 1d10 + 2 ⇒ (4) + 2 = 6 - Banished

End of Turn
Quinn Eot Examine = (Bank Of Abadar Card 3: Henchman Proxy B1 - Rioting Mob)

Recovery

Reset
Draw up Prayer, Elixir of Focus

Summary
Location = #1: Bank Of Abadar
Acquired = 1: Ambrosia
Banished = 2: Vampiric Touch, S1: Heat Metal
Examined =

Location =
Acquired =
Examined =

From Box = S1: Heat Metal
Displayed =
Give =
Used = Recharge Ukuja's Blessing of the Green Faith (1)

Other =
"

Quinn wrote:

Hand: Shock Kukri, ac Ambrosia, Gem of Mental Acuity, ac Raccoon, Prayer, Elixir of Focus,

Displayed: Quilted Cloth Armor,
Deck: 11 Discard: 1 Buried: 4
Current Location: #2: Farm
Hero Points: 1
NOTES:
Available Support: Distant: Prayer available
Local: Bury item to add +1d8+3 vs barrier. *1
Ambrosia: Heal 1d4+1 & remove 2 scourges

Movement: On close, move me to Base

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Liquid Courage, The Locksmith, Elixir of Love, ac Elixir of Focus, Fox, Keen Starknife, Card Caster, Keen Rapier, ac Magistrate, Elixir of Healing, Leech
Recharged:
Discard Pile: The Midwife,
Buried Pile: Bloodroot Poison, ac Red War Paint, Twitch Tonic, Naval Hero,

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

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Nil
POWERS:
For your check that invokes Finesse, you may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. (☐ If you are the only local character, you may add another 1d6.)
On a local check against a barrier, you may bury an item ([ ] or a boon) to add your Perception.
At the end (☐ or start) of your turn, you may examine the top card of your location. (☐ You may recharge a card to ignore powers that happen when you examine it.)
[X] You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
[X] On your Diplomacy, Disable, or Perception non-combat check (☐ or your check before acting), add 1d4.
☐ When you defeat a barrier, you may heal a card (☐ or a weapon or an item).

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"

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