Sanctioned Curse of the Crimson Throne (PACS) Outpost III with Eddiephlash (Inactive)

Game Master eddiephlash

Turn order:
Raheli - Chthonicthul
Brielle - Shnik
Enora - Gimry
Quinn - JohnF
Koren - MauveAvengr


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Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

Off-turn: BA Rakshasa checks

Asking for Koren's assistance, of course ...

Dexterity 6: 1d6 + 1d6 + 1 ⇒ (5) + (1) + 1 = 7 Must reroll ...
Dexterity 6: 1d6 + 2 ⇒ (1) + 2 = 3 Failed
damage: 1d4 - 1 ⇒ (3) - 1 = 2 Bury Magic Leather Armor to reduce to 0.


STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

Use power twice for Quinn. Spiked Plate and Blessing of Cayden Cailean so recharged instead. Then must do BYA Rakshasa check.

Acrobatics 6: 1d4 + 3 ⇒ (1) + 3 = 4 Forced reroll since not blessed
Acrobatics 6: 1d4 + 3 ⇒ (1) + 3 = 4

Wow. Low rolls.

Electricity Damage: 1d4 - 1 ⇒ (4) - 1 = 3

Hmmm.... my rolls are just great today. Discard Katana +1, Four-Mirror Armor, and Shock Glaive +1 as damage[/i]

Koren wrote:

Hand: Cure, Blessing of Sarenrae,

Displayed:
Deck: 9 Discard: 11 Buried: 0
Current Location: Chambers
Hero Points: 4
Paizo Reroll: Used // Koren has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

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


NOTES:
Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
Recharge armor can reduce 2 damage (local only)
Blessings
Other: Hi I'm Koren! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Strength, Fortified Shell Armor, The Sickness, Gem of Physical Prowess, Tooled Crocodile Skin, Blessing of Shax, Blessing of the Father of Creation
Recharged: Spiked Plate, Blessing of Cayden Cailean,
Discard Pile: Blessing of Iomedae, The Idiot (Harrow), Helm of the Valkyrie, Tripartite Spear +2, Weapon of Awe, Blackjack's Rapier, Banner, Blessing of Tsukiyo, Shock Glaive +1, Katana +1, Four-Mirror Armor,
Buried Pile:

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

Favored Card: Spell or Armor
Hand Size: 5 ☐ 6
Proficiencies:
Armor Weapons Divine
POWERS:
When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
You may discard the top card of your deck to add 1d6 (☑+1) to (☐ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
☐ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.

Blackjack's Powers:
POWERS
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
☐ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☑ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


Deckhandler

Raheli nimbly hops out of the way of the rakshaka's attack. Auto-succeeds the BYA Acrobatics check


Stay at base and banish Cressidia to get a new ATTACK spell.

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.

Recharge Create Mindscape: 1d10 + 3 ⇒ (4) + 3 = 7
Discard it

Reset my entire hand. Draw Salvatore Scream. On Quinn's turn I will discard him to draw the top of the Hourglass

"

Enora wrote:

Hand: Enervation, Steal Book, Salvator Scream, Korvosan House Drake, The Rakshasa, Blessing of the Spellbound,

Displayed: Laori Vaus,
Deck: 4 Discard: 9 Buried: 0
Current Location: Glades
Hero Points: 2
NOTES:
Available Support:
Enervation is available
Other: Paizo reroll used for scenario CoCT-3C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Mental Acuity, Sphere of Fire, Blessing of the Spellbound (1), Mind Thrust
Recharged:
Discard Pile: Sage's Journal, The Snakebite, Frost Ray, Create Mindscape, Fire Snake, Knock, Bestiary of Garund, Binder's Tome, Codex,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
Proficiencies:
Arcane
POWERS:
On your check to acquire or recharge a boon that has the Magic trait, 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.
For your combat check, you may discard a spell (☐ or a boon with the Magic trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.

"


Start of Quinn's turn, the top of the hourglass is Orison. Enora draws it.

During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

    During This Scenario:

  • When attempting to guard distant locations, only one location can be successfully guarded.
  • When Bahor escapes, instead of retrieving blessings from the vault or hourglass, retrieve monsters from the vault.

    Danger: Elemental, Rakshasa Randomly choose one
    Villain: Bahor
    Closing Henchmen: Rakshasa-Proxy A

    Additional Rules: Story Bane Details:

    Elemental:

    Story Bane
    Type: Monster
    Traits: Elemental Veteran
    To Defeat: Combat 11+##
    Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire After acting, suffer # damage.
    Rakshasa:

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
    Bahor:

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 20
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Scenario Level (#): 3

    Turn: 21, Quinn/JohnF

    Random Cards:

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

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

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

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

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

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

    Spoiler:
    Imprisonment
    Core
    Barrier 2
    Traits:
    Lock
    Obstacle
    To Defeat:
    Dexterity
    Diplomacy
    Disable
    Stealth 9
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

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

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

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

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

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

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

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

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


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

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

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

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

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

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

    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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


    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:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw 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.

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

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

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

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

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

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

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

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

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

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

    Current Hour:

    Shelyn's Song:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Koren/MauveAvengr
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 2 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 2 Raheli/Chthonicthul
    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 Brielle/Shnik:
    Spoiler:
    Hourglass Card 3 Brielle/Shnik
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 4 Enora/Gimry:
    Spoiler:
    Hourglass Card 4 Enora/Gimry
    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 5 Quinn/JohnF:
    Spoiler:
    Hourglass Card 5 Quinn/JohnF
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 6 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 6 Koren/MauveAvengr
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 7 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 7 Raheli/Chthonicthul
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 8 Brielle/Shnik:
    Spoiler:
    Hourglass Card 8 Brielle/Shnik
    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.

    Location #1: 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 ?: 0
    Located/Displayed Here: Enora/Gimry, None

    Location #7: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raheli/Chthonicthul, Brielle/Shnik, Quinn/JohnF, Koren/MauveAvengr,

    Location #8: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Bahor (villain)

    Shrine Card 1 (Bahor):
    Bahor
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 20
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.
    Shrine Card 2:
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Shrine Card 3:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Shrine 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.
    Shrine Card 5:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    Shrine Card 6:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Shrine Card 7:
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Shrine Card 8:
    Frost Ray
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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


    Location #9: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 5 ?: 8
    Located/Displayed Here: Loot, Harrows, and supporters
    Cards Not In the Box Card 1 (Laori Vaus):
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Cards Not In the Box Card 2 (Ishani Dhatri):
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Cards Not In the Box Card 3 (Vencarlo Orisini):
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Cards Not In the Box Card 4 (Thousand Bones):
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Cards Not In the Box Card 5 (Cressida Kroft):
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Cards Not In the Box Card 6 (Keppira D'bear):
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Cards Not In the Box Card 7 (Trinia Sabor):
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Cards Not In the Box Card 8 (Amin Jalento):
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Cards Not In the Box Card 9 (The Snakebite):
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Cards Not In the Box Card 10 (The Vision):
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Cards Not In the Box Card 11 (The Hidden Truth):
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Cards Not In the Box Card 12 (The Idiot):
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Cards Not In the Box Card 13 (The Rakshasa):
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Cards Not In the Box Card 14 (Salvator Scream):
    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.
    Cards Not In the Box Card 15 (Ruan Mirukova):
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 16 (Ausio Carowyn):
    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.
    Cards Not In the Box Card 17 (Zellara's Harrow Deck):
    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.


  • Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    Quinn won't be fighting the villain; at present he's only got 4 cards in his hand, so he could end up with an empty hand for the fight.
    He will, however, move to the Shrine so that he will be able to bury his Sage's Journal to add 1d10+4 to the villain fight.

    The hour is Shelyn's Song - When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    Start of turn: Reveal HH to examine top card of deck - Monkey. Recharge.

    Move to Shrine.

    End turn.

    Discard Helpful Haversack.

    Reset, drawing Gem of Mental Acuity, Masterwork Tools, and Blessing of Kofusachi.

    Quinn wrote:

    Hand: Defending Sansetsukon +1, Gem of Mental Acuity, Masterwork Tools, Sage's Journal (Core), Standard Bearer, Blessing of Kofusachi,

    Displayed: Trinia Sabor, Keppira d'bear, Thousand Bones, Vencarlo Orisini,
    Deck: 7 Discard: 5 Buried: 2
    Current Location: Shrine
    Hero Points: 3
    Reroll Used: N
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+4 to a local check against a bane. Other cards or support could be made available if requested.
    Movement: An examinable location (prefer barriers, not monsters)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chime of Unlocking, The Rakshasa, Shy Ratani, Quartermaster
    Recharged: Majordomo, Investigator's Lamp, Monkey,
    Discard Pile: Sai, Blessing of the Quartermaster, Blessing of Abadar, Ambrosia, Helpful Haversack (Core),
    Buried Pile: Zellara's Harrow Deck, Magic Leather Armor (Core),

    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 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☑ 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. (☑ You may recharge a card to ignore powers that would happen when you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

    Empiricist Role:
    ☐ 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).


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Quinn - JohnF, Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry,
    Out of Turn Updates: N/a

    Turn: Turn 22 - The Forge

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

    Hour Power: On your check, add 1 for each type of boon played.

    SOT: N/a

    Move: N/a

    Explore: N/a

    End Turn: Reset Hand.

    Summary
    Move: Chambers -> Shrine
    Acquired: N/a
    Banished: N/a
    Examined: N/a
    Random Card(s) N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Koren wrote:

    Hand: Cure, Strength, Tooled Crocodile Skin, Gem of Physical Prowess, Blessing of Sarenrae,

    Displayed:
    Deck: 6 Discard: 11 Buried: 0
    Current Location: Shrine
    Hero Points: 4
    Paizo Reroll: Used // Koren has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

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


    NOTES:
    Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
    Recharge armor can reduce 2 damage (local only)
    Blessings
    Other: Hi I'm Koren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Father of Creation, Fortified Shell Armor, Blessing of Shax, The Sickness
    Recharged: Spiked Plate, Blessing of Cayden Cailean,
    Discard Pile: Blessing of Iomedae, The Idiot (Harrow), Helm of the Valkyrie, Tripartite Spear +2, Weapon of Awe, Blackjack's Rapier, Banner, Blessing of Tsukiyo, Shock Glaive +1, Katana +1, Four-Mirror Armor,
    Buried Pile:

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor Weapons Divine
    POWERS:
    When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☑+1) to (☐ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
    ☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
    ☐ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
    ☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.

    Blackjack's Powers:
    POWERS
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
    ☐ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
    ☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
    ☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
    ☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    ☑ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


    Deckhandler

    Turn 23: Raheli/Sands of the Hour

    Recharge Staff of Minor Healing to heal one card.
    Healed card: 1d5 ⇒ 3 Blessing of Cayden Cailean

    Reset hand and end turn, discarding Fox as free discard.

    Raheli wrote:

    Hand: Hypnotist's Locket, Blessing of the Gods, Augury, Codex, The Hidden Truth (Harrow),

    Displayed: Flying Squirrel,
    Deck: 10 Discard: 5 Buried: 0
    "Current Location: Barracks
    Hero Points Available/Used: 0/0"
    "NOTES:
    Available Support: Ready to Guard.
    Other: Dice Re-Roll Used for 3C?: N"

    Skills and Powers:
    SKILLS

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

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.


    Deck Handler

    Turn 24, Calistria's Sting
    Hour: You may avenge by discarding a card.

    Move to Shrine

    Koren plays Strength on Brielle

    Explore Shrine #1 => Bahor (Villain)

    Raheli auto-passes the Chambers Dexterity 8 check to guard, using her Blessing of the Gods and Quinn's Trinia Sabor

    BA, Melee 8 first/ reroll: 1d8 + 8 ⇒ (1) + 8 = 91d8 + 8 ⇒ (2) + 8 = 10 => passed

    Quinn and Koren must pass the BA check; I have a Bodyguard_B to prevent 3 damage to one of you

    Enora plays Enervation

    Difficulty decrease: 2d4 ⇒ (1, 1) = 2

    Reveal & discard Wayfinder_B, bury Earthbreaker_C to rage, Koren discards top of deck, Quinn buries Sage's Journal (Core), Quinn discards Blessing of Kofusachi

    Combat 18: 1d12 + 1d10 + 4d8 + 1d6 + 17 ⇒ (3) + (8) + (8, 4, 7, 1) + (2) + 17 = 50 => defeated, Earthbreaker_C recharged, blessed so no reroll For all it would matter!

    Bahor is now nothing but a smear on the floor.

    Shrine closed!

    WPC, draw random blessing #1 => The Survivor

    Villain can't escape, scenario won!


    Guard check is an auto with Trinia Sabor's help.
    Dex 5 + # = 8: 1d10 + 3 + 1d4 + 3 ⇒ (3) + 3 + (2) + 3 = 11

    Victory!

    Development:

    This is another back-to-back scenario, so no flavor until the end of the next one.

    Scenario Reward (if not replaying):

  • The party gains a Supporter Feat. Each character makes this choice for themself
  • 1 XP, 1 Hero Point

    Acquired cards:

    Acadamae Scholar (Ally 3)
    Bodyguard (Ally 1)
    Standard Bearer (Ally 1)
    Tayce Soldado (Ally 2)

    Helm of the Valkyrie (Armor 2)

    The Sickness (Blessing 1)
    Orison (Blessing 0)

    Wand of Flame (Item 2)
    Plaguebringer's Mask (Item 2)
    Ring of Evasion (Item 2)
    Wayfinder (Item 3)
    Ambrosia (Item 3)

    Poison Blast (Spell 3)

    Vicious Scythe (Weapon 2)

    To the discussion page!


  • Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    Quinn can fail the BA check and take the maximum damage (4), and still have two cards left in his hand - Sage's Journal and Blessing of Kofusachi - to contribute to the final fight.


    SCENARIO 3D: The Vivified Labyrinth
    Again, no flavor text. This is a story continuation from 3C

    SETUP:

  • When setting out the locations, arrange them in a circle in the order listed (So the last location you're using is adjacent to the Dungeons).
  • When building the locations, first shuffle together a number of Trap barriers equal to the number of locations, then deal 1 into each location. Then build as usual.

    LOCATIONS:
    1 - Dungeons
    1 - Oubliette
    2 - Twisting Passages
    3 - Repository
    4 - River
    5 - Laboratory
    6 - Cell

    Story Banes
    Danger: Rakshasha
    Villain: None
    Non-Closing Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barriers.

    DURING THIS SCENARIO:

  • At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.
  • When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.


  • HARROWING:

    Enora -

    The Snakebite:

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

    Quinn -

    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.

    Koren -

    The Joke:

    CotCT Blessing 1
    Traits: Harrow Suit: Books Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+#
    On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore.

    Raheli -

    The Foreign Trader:

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

    Brielle -

    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.

    ====================================

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

    During This Scenario:

    Setup:

    When setting out the locations, arrange them in a circle in the order listed (So the last location you're using is adjacent to the Dungeons).

    When building the locations, first shuffle together a number of Trap barriers equal to the number of locations, then deal 1 into each location. Then build as usual.

  • At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.
  • When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

    Danger: Rakshasa
    Villain: None
    Non-Closing Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barriers (2).

    Additional Rules: Story Bane Details:

    Rakshasa (Danger):

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
    Senshiir (Non-Closing Henchman):
     
    Story Bane
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 12 THEN Combat 12
    Immune to Poison. Resistant to Acid, Attack, and Electricity. Before acting, suffer 1d6 Combat damage.
    Sivit (Non-Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Outsider Trigger
    To Defeat: Combat 16
    When examined or before acting, recharge your hand, reset, and bury a card. Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
    Poison Dart Trap (Non-Closing Henchman):

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Inferno Trap (Non-Closing Henchman):

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

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

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

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

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

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

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

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


    Spoiler:
    Sonic Blast
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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


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

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


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

    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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

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

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

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


    Spoiler:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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


    Spoiler:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

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

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

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


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

    Blessings
    Spoiler:
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

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

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

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

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

    Location #1: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 1 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #6: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    ===================================

    Please post starting info:

  • Loot replacements for next scenario
  • Deck changes (from upgrades, banished cards, etc) from previous scenario
  • Who, if anyone, is taking the Blackjack role
  • Starting locations and hands


  • Deck Handler

    Legionnaire Chaplain replaces Camel
    Mattock added from increased Item Card Feat

    Start at River

    Ausio Carowyn replaces Guide_C as loot
    Ruan Mirukova replaces Quartermaster as loot

    Brielle wrote:

    Hand: Shock Glaive +1, Legionnaire Chaplain, Ausio Carowyn_L, Topaz of Strength, Gem of Physical Prowess, Greatclub +1, The Wanderer_H,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Blessings as needed
    Movement: If closed:
    Other: "

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    -Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d10 ☑ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma +3

    Favored Card: Item
    Hand Size: 5 ☑ 6☐ 7
    Proficiencies:
    Light Armors, ☐ Heavy Armors, Weapons
    Powers:
    "You may bury a card from your hand to add 1d12 (☑+1) (□+2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
    (□ After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)"
    For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 (□+3) and the card’s traits.
    ☑ When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    □ If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. (□ Then you may examine the top card of your location deck; if it’s a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
    □ You may discard a card to evade a monster you encounter and put it on top of your location deck.


    I'll start at the Lab. Grab Ice and Fire to replace Steal Book since I have that as a power feat now.

    Heads up: If you fail to acquire an Arcane Spell or a Book Item now, I get to encounter it and it's not local only so keep that in mind.

    "

    Enora wrote:

    Hand: Knock, Sphere of Fire, Frost Ray, Fire Snake, Binder's Tome, Bestiary of Garund, The Snakebite,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Laboratory
    Hero Points: 2
    NOTES:
    Available Support: Binders Tome add 1d4 to local Combat or Charisma checks, but adds the Mental trait.
    Other: Paizo reroll used for scenario CoCT-3D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Create Mindscape, Sage's Journal, Mind Thrust, Enervation, Chronicler, Gem of Mental Acuity, Ice and Fire, Korvosan House Drake, Blessing of the Spellbound, The Rakshasa, Codex, Blessing of the Spellbound (1)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Arcane
    POWERS:
    On your check to acquire or recharge a boon that has the Magic trait, 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.
    For your combat check, you may discard a spell (☐ or a boon with the Magic trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.

    "


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Koren will start at the River with Brielle (unless someone wants him to start somewhere else).

    Upgrade Banner to Grappler's Mask

    No Loot

    Not taking the Blackjack role

    Koren decides to hang up his secret identity for now. It's time for bigger and greater things!

    Koren wrote:

    Hand: Cure, Tooled Crocodile Skin, Spiked Plate, Grappler's Mask, Blessing of Tsukiyo, The Joke (Harrow),

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: River
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
    Recharge armor can reduce 2 damage (local only)
    Blessings
    Other: Hi I'm Koren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sarenrae, Blessing of Iomedae, Four-Mirror Armor, Shock Glaive +1, Blessing of Cayden Cailean, Weapon of Awe, Blessing of Shax, Katana +1, Gem of Physical Prowess, Blessing of the Father of Creation, Fortified Shell Armor, Tripartite Spear +2, Strength
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor Weapons Divine
    POWERS:
    When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☑+1) to (☐ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
    ☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
    ☐ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
    ☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.

    Shadow Lodge

    Gentleman, Race: Grand Prix of Absalom, Middle Class

    Quinn is taking Blackjack for this scenario, and will also be taking Salvator Scream (replacing Standard Bearer).
    He will not be taking Zellara's Harrow Deck this scenario.

    He has upgraded his Thieves' Tools to a Pole.

    At the moment there's no real need to spread out, so Quinn will hang out with Koren again.

    (Still working on my starting hand; I need to set up my deck handler for Blackjack)


    Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    Here's Quinn's starting hand. I seem to have messed up my deck handler again, so I'll be repairing/recreating it for a while.

    Quinn wrote:

    Hand: Hand:, Defending Sansetsukon +1, Helpful Haversack (Core), Sage's Journal (Core), Pole, Blessing of the Quartermaster, The Inquisitor,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: River
    Hero Points: 3
    Reroll Used: N
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+4 to a local check against a bane. Other cards or support could be made available if requested.
    Movement: An examinable location (prefer barriers, not monsters)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackjack's Gear, Quartermaster, Salvator Scream, Blessing of Kofusachi, Masterwork Tools, Monkey, Chime of Unlocking, Sai, Gem of Mental Acuity, Majordomo, Blackjack's Rapier, Investigator's Lamp
    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 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☑ 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. (☑ You may recharge a card to ignore powers that would happen when you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.

    Empiricist Role:
    ☐ 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).


    Deckhandler

    Add Gem of Physical Prowess to deck for Card Feat/upgrade.

    Raheli heads to the Laboratory to see what she can find there.

    Raheli wrote:

    Hand: Frog, Fox, Cockroach Coat, Blessing of Milani, Phoenix Staff, The Foreign Trader (Harrow), Flying Squirrel,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    "Current Location: Laboratory
    Hero Points Available/Used: 0/0"
    "NOTES:
    Available Support: Blessings as needed; bot me as needed.
    Other: Dice Re-Roll Used for 3D?: N"

    Skills and Powers:
    SKILLS

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

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.

    At the beginning of the first turn, she will display Flying Squirrel


    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

    During This Scenario:

    Setup:

    When setting out the locations, arrange them in a circle in the order listed (So the last location you're using is adjacent to the Dungeons).

    When building the locations, first shuffle together a number of Trap barriers equal to the number of locations, then deal 1 into each location. Then build as usual.

  • At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.
  • When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

    Danger: Elemental, Rakshasa Randomly choose one
    Villain: Bahor
    Closing Henchmen: Rakshasa-Proxy A

    Additional Rules: Story Bane Details:

    Rakshasa (Danger):

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
    Senshiir (Non-Closing Henchman):
     
    Story Bane
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 12 THEN Combat 12
    Immune to Poison. Resistant to Acid, Attack, and Electricity. Before acting, suffer 1d6 Combat damage.
    Sivit (Non-Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Outsider Trigger
    To Defeat: Combat 16
    When examined or before acting, recharge your hand, reset, and bury a card. Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
    Poison Dart Trap (Non-Closing Henchman):

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Inferno Trap (Non-Closing Henchman):

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

    Scenario Level (#): 3

    Turn: 1, Koren/MauveAvengr

    Random Cards:

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

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

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

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

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

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    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:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    Trigger
    To Defeat:
    ArcaneDivinePerception 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:
    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.

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

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

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

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

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


    Spoiler:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spoiler:
    Remove Disease
    CotCT
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to remove the scourge Plagued from any number of local characters.

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


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

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

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


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

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

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

    Items
    Spoiler:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Spoiler:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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


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

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

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

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

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

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

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

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

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

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

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

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

    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.

    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
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 1 Raheli/Chthonicthul
    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 2 Brielle/Shnik:
    Spoiler:
    Hourglass Card 2 Brielle/Shnik
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.
    Hourglass Card 3 Enora/Gimry:
    Spoiler:
    Hourglass Card 3 Enora/Gimry
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 4 Quinn/JohnF:
    Spoiler:
    Hourglass Card 4 Quinn/JohnF
    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 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Koren/MauveAvengr
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 6 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 6 Raheli/Chthonicthul
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it.
    To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Hourglass Card 7 Brielle/Shnik:
    Spoiler:
    Hourglass Card 7 Brielle/Shnik
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 8 Enora/Gimry:
    Spoiler:
    Hourglass Card 8 Enora/Gimry
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 9 Quinn/JohnF:
    Spoiler:
    Hourglass Card 9 Quinn/JohnF
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 10 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 10 Koren/MauveAvengr
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 11 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 11 Raheli/Chthonicthul
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 12 Brielle/Shnik:
    Spoiler:
    Hourglass Card 12 Brielle/Shnik
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Enora/Gimry:
    Spoiler:
    Hourglass Card 13 Enora/Gimry
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 14 Quinn/JohnF:
    Spoiler:
    Hourglass Card 14 Quinn/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 15 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Koren/MauveAvengr
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 16 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 16 Raheli/Chthonicthul
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 17 Brielle/Shnik:
    Spoiler:
    Hourglass Card 17 Brielle/Shnik
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 18 Enora/Gimry:
    Spoiler:
    Hourglass Card 18 Enora/Gimry
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 19 Quinn/JohnF:
    Spoiler:
    Hourglass Card 19 Quinn/JohnF
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 20 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 20 Koren/MauveAvengr
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 21 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 21 Raheli/Chthonicthul
    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.
    Hourglass Card 22 Brielle/Shnik:
    Spoiler:
    Hourglass Card 22 Brielle/Shnik
    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 Enora/Gimry:
    Spoiler:
    Hourglass Card 23 Enora/Gimry
    Lady Despair
    Core
    Blessing 3
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
    Hourglass Card 24 Quinn/JohnF:
    Spoiler:
    Hourglass Card 24 Quinn/JohnF
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 25 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 25 Koren/MauveAvengr
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 26 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 26 Raheli/Chthonicthul
    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.
    Hourglass Card 27 Brielle/Shnik:
    Spoiler:
    Hourglass Card 27 Brielle/Shnik
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 28 Enora/Gimry:
    Spoiler:
    Hourglass Card 28 Enora/Gimry
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Hourglass Card 29 Quinn/JohnF:
    Spoiler:
    Hourglass Card 29 Quinn/JohnF
    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.

    Location #1: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Dungeons Card 1:
    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.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    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+#.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Dungeons Card 6:
    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.
    Dungeons Card 7:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Dungeons Card 8:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    Harrow
    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.
    Dungeons Card 11:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    Location #2: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Oubliette Card 1:
    Imprisonment
    Core
    Barrier 2
    Traits:
    Lock
    Obstacle
    To Defeat:
    Dexterity
    Diplomacy
    Disable
    Stealth 9
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
    Oubliette Card 2:
    Sivit
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Outsider
    Trigger
    To Defeat:
    Combat 16
    When examined or before acting, recharge your hand, reset, and bury a card.
    Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
    Oubliette Card 3:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Oubliette Card 4:
    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.
    Oubliette Card 5:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Oubliette Card 6:
    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.
    Oubliette Card 7:
    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.
    Oubliette Card 8:
    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.
    Oubliette Card 9:
    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.
    Oubliette Card 10:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Oubliette Card 11:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.

    Location #3: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Twisting Passages Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 2:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Twisting Passages Card 3:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Twisting Passages Card 4:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Twisting Passages Card 5:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Twisting Passages Card 6:
    Fox
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
    Twisting Passages Card 7:
    Poison Dart Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Twisting Passages Card 8:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Twisting Passages Card 9:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Twisting Passages Card 10:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.
    Twisting Passages Card 11:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 1 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Repository Card 1:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Repository Card 2:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Repository Card 6:
    Inferno Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Fire
    Trap
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Perception 8+#
    OR Craft
    Disable 6+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.
    Repository Card 7:
    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.
    Repository Card 8:
    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.
    Repository Card 9:
    Smoke Bomb
    CotCT
    Item 1
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 7
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character's Stealth.

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

    Repository Card 10:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Repository Card 11:
    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.

    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Brielle/Shnik, Quinn/JohnF, Koren/MauveAvengr, None
    River Card 1:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    River Card 2:
    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.
    River Card 3:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    River Card 4:
    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.
    River Card 5:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
    River Card 6:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    River Card 7:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    River Card 8:
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    River Card 9:
    Disable Mechanism
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    River Card 10:
    Senshiir
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 12
    THEN Combat 12
    Immune to Poison. Resistant to Acid, Attack, and Electricity.
    Before acting, suffer 1d6 Combat damage.
    River Card 11:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Location #6: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, Enora/Gimry, None
    Laboratory Card 1:
    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.
    Laboratory Card 2:
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Laboratory Card 3:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    Laboratory Card 4:
    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.
    Laboratory Card 5:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Elixir of Focus
    Core
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 8
    On a local non-combat check, banish to add the character's Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.
    Laboratory Card 8:
    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.
    Laboratory Card 9:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.
    Laboratory Card 10:
    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.
    Laboratory Card 11:
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 5 ?: 0
    Located/Displayed Here: Loot, Harrows.
    Cards Not In the Box Card 1 (Ausio Carowyn):
    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.
    Cards Not In the Box Card 2 (The Inquisitor):
    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.
    Cards Not In the Box Card 3 (The Wanderer):
    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.
    Cards Not In the Box Card 4 (The Snakebite):
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Cards Not In the Box Card 5 (The Foreign Trader):
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Cards Not In the Box Card 6 (The Joke):
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Cards Not In the Box Card 7 (Ruan Mirukova):
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 8 (Salvator Scream):
    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.


  • STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
    Out of Turn Updates: N/a

    Turn: Turn 1 - Irori's Mastery

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

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

    SOT: Examine top card of location. Examine Ambush

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

    Encounter Ambush. Add 1d4 to check. Ask Raheli for Blessing of Milani to bless check twice.

    Wisdom 8+3=11: 3d10 + 1d4 ⇒ (1, 4, 9) + (3) = 17

    Move: Stay at River

    Explore: Shield of Resistance

    Shield of Resistance:
    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.

    Fortitude 8: 1d6 + 2 ⇒ (3) + 2 = 5

    Not acquired. Discard Blessing of Tsukiyo to explore again.

    Explore 2: Boggard

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

    Aquatic: 1d4 ⇒ 2

    No weapon in hand. Will discard The Joke to bless check.

    Combat 10+2=12: 2d8 + 4 ⇒ (6, 4) + 4 = 14

    End Turn: Reset Hand. Examine top card of location. If barrier, encounter. Otherwise reload into another location. Examine Plaguebringer's Mask

    Plaguebringer's Mask:
    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.

    Reload into Laboratory.

    Summary
    Move: River
    Acquired: N/a
    Banished: River Cards 1, 2, 3: Ambush, Shield of Resistance, Boggard
    Examined: River Card 4: Plaguebringer's Mask -> moved to Laboratory
    Random Card(s) N/a
    Displayed: N/a
    Other Player(s) Resources Used: Raheli's Blessing of Milani
    Actions needed by other Player(s): N/a

    Koren wrote:

    Hand: Cure, Tooled Crocodile Skin, Spiked Plate, Grappler's Mask, Blessing of the Father of Creation,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: River
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
    Recharge armor can reduce 2 damage (local only)
    Blessings
    Other: Hi I'm Koren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shax, Shock Glaive +1, Strength, Gem of Physical Prowess, Weapon of Awe, Blessing of Iomedae, Blessing of Cayden Cailean, Blessing of Sarenrae, Tripartite Spear +2, Fortified Shell Armor, Katana +1, Four-Mirror Armor
    Recharged:
    Discard Pile: Blessing of Tsukiyo, The Joke (Harrow),
    Buried Pile:

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor Weapons Divine
    POWERS:
    When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☑+1) to (☐ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
    ☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
    ☐ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
    ☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.


    Deckhandler

    Off-turn: Discard Blessing of Milani for Koren check.

    Turn 2: Raheli/The Bear

    Start of turn: examine Laboratory Card #1: Plaguebringer's Mask. Reload to Twisting Passages.

    Explore Blood Pool Card #1: Foes On All Sides
    Enora and Raheli both encounter the Danger, difficulty increased by 3
    The Danger: 1d2 ⇒ 2 Rakshasa

    Rakshasa:

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Acrobatics 9 for BYA, since I assume all checks in this encounter are bumped up by three: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Failure... but there is that forced reroll.
    Acrobatics 9 for BYA, rerolled: 1d10 + 3 + 2 ⇒ (7) + 3 + 2 = 12 Success. Hysterical.
    Combat 19 to defeat Rakshasa, recharging Fox to use Dexterity plus 2d8, recharging Cockroach Coat to add d4 plus 1 and recharging Phoenix Staff to add d4 plus 2: 1d10 + 3 + 2d8 + 1d4 + 1 + 1d4 + 2 ⇒ (10) + 3 + (6, 5) + (3) + 1 + (2) + 2 = 32 Defeated. No matter what happens with Enora fight, Barrier defeated and banished.

    Foes on all sides, indeed! Their enemy was well-surrounded by supporters, and Raheli and Enora did their best to fight them off.

    That was an expensive encounter. Stopping now. For defeating a Barrier, examine the top card of each location
    Dungeons Card #1: Flanking Attack (level 1)
    Oubliette Card #1: Imprisonment (level 2)
    Twisting Passages Card #1: Plaguebringer's Mask (level 2)
    Repository Card #1: Acid-spraying Skull (level 1)]
    River Card #1: Exploding Runes (level 2)
    Laboratory Card #1: Bogeyman (level 3)


    Deckhandler

    Turn 2 cont'

    Encounter Exploding Runes due to Trigger.
    Arcane 9 to defeat Exploding Runes, discarding The Foreign Trader to Bless and add Intelligence die: 1d8 + 2 + 1d8 + 1d8 ⇒ (3) + 2 + (6) + (5) = 16 Defeated; banished.

    For defeating Barrier, examine the top card of each location
    All as before, except River Card #1: Infantry Devil, examine the top card of each location[/B]

    Reset hand and end turn

    Raheli wrote:

    Hand: Frog, Crow, Black Spot, Dreamcatcher, Augury,

    Displayed: Flying Squirrel,
    Deck: 12 Discard: 2 Buried: 0
    "Current Location: Laboratory
    Hero Points Available/Used: 0/0"
    "NOTES:
    Available Support: Black Spot as needed; bot me as needed.
    Other: Dice Re-Roll Used for 3D?: Y"

    Skills and Powers:
    SKILLS

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

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.


    Deckhandler

    BYA for Enora's Rakshasa
    Acrobatics 9 for BYA: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14 Pointless success
    Acrobatics 9 for the forced reroll BYA: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Failure
    Shirt re-roll of Acrobatics 9 forced reroll BYA: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Success


    BYA: Raheli Rakshasa

    Dexterity 6: 1d6 + 1d4 ⇒ (4) + (4) = 8

    Roll Details:

    Dexterity - 1d6
    Bestiary of Garund - 1d4

    Re-Roll the d4
    Dexterity 6: 4 + 1d4 ⇒ 4 + (1) = 5

    BYA Damage: 1d4 - 1 ⇒ (4) - 1 = 3

    Now taking on my Rakshasa

    Rakshasa:

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Using Fire Snake on BYA check, can't afford another wipe

    Arcane 6: 1d10 + 3 ⇒ (6) + 3 = 9

    Roll Details:

    Arcane - 1d10+3

    Re-Roll Check
    Arcane 6: 1d10 + 3 ⇒ (10) + 3 = 13
    Playing Firesnake allows me to recharge Knock

    Arcane 20(16+4): 1d10 + 3 + 3d6 + 1d10 + 1d4 ⇒ (6) + 3 + (4, 5, 1) + (8) + (3) = 30

    Roll Details:

    Arcane - 1d10+3
    Frost Ray - 3d6
    Blessed - 1d10
    Binder's Tome - 1d4

    Recharge my new favorite blessing: Snakebite to bless
    Check was blessed, so no re-roll needed
    Playing Frost Ray allows me to recharge Sphere of Fire

    During Raheli's Recovery
    Enora attempts to recover all cards in her Recovery pile.
    Frost Ray: Arcane 9: 1d10 + 3 ⇒ (2) + 3 = 5 -> Frost Ray discarded.
    Fire Snake: Arcane 8: 1d10 + 3 ⇒ (3) + 3 = 6 -> Fire Snake discarded.


    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

    During This Scenario:

    Setup:

    When setting out the locations, arrange them in a circle in the order listed (So the last location you're using is adjacent to the Dungeons).

    When building the locations, first shuffle together a number of Trap barriers equal to the number of locations, then deal 1 into each location. Then build as usual.

  • At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.
  • When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

    Danger: Rakshasa
    Villain: None
    Non-Closing Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barriers (2).

    Additional Rules: Story Bane Details:

    Rakshasa (Danger):

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
    Senshiir (Non-Closing Henchman):
     
    Story Bane
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 12 THEN Combat 12
    Immune to Poison. Resistant to Acid, Attack, and Electricity. Before acting, suffer 1d6 Combat damage.
    Sivit (Non-Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Outsider Trigger
    To Defeat: Combat 16
    When examined or before acting, recharge your hand, reset, and bury a card. Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
    Poison Dart Trap (Non-Closing Henchman):

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Inferno Trap (Non-Closing Henchman):

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

    Scenario Level (#): 3

    Turn: 3, Brielle/Shnik

    Random Cards:

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

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

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

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

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

    Barriers
    Spoiler:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

    Spoiler:
    Stinging Wasps
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 11
    OR Disable 9
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

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

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

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

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

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

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

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

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

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


    Spoiler:
    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.

    Spoiler:
    Minor Harrowing
    CotCT
    Spell 1
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
    * When this location is closed, banish.

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


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

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

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

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

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

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

    Items
    Spoiler:
    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:
    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:
    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:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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


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

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


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

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

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

    Spoiler:
    Sergeant-at-arms
    CotCT
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 10
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Blessings
    Spoiler:
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Spoiler:
    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.

    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:
    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:
    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 would examine the top card of a location, you may examine the top 2 cards instead.

    Current Hour:

    The All-seeing Eye:
    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.

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Enora/Gimry:
    Spoiler:
    Hourglass Card 1 Enora/Gimry
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 2 Quinn/JohnF:
    Spoiler:
    Hourglass Card 2 Quinn/JohnF
    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 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Koren/MauveAvengr
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 4 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 4 Raheli/Chthonicthul
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it.
    To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Hourglass Card 5 Brielle/Shnik:
    Spoiler:
    Hourglass Card 5 Brielle/Shnik
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 6 Enora/Gimry:
    Spoiler:
    Hourglass Card 6 Enora/Gimry
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 7 Quinn/JohnF:
    Spoiler:
    Hourglass Card 7 Quinn/JohnF
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 8 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 8 Koren/MauveAvengr
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 9 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 9 Raheli/Chthonicthul
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 10 Brielle/Shnik:
    Spoiler:
    Hourglass Card 10 Brielle/Shnik
    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 Enora/Gimry:
    Spoiler:
    Hourglass Card 11 Enora/Gimry
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 12 Quinn/JohnF:
    Spoiler:
    Hourglass Card 12 Quinn/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 13 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Koren/MauveAvengr
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 14 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 14 Raheli/Chthonicthul
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 15 Brielle/Shnik:
    Spoiler:
    Hourglass Card 15 Brielle/Shnik
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 16 Enora/Gimry:
    Spoiler:
    Hourglass Card 16 Enora/Gimry
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 17 Quinn/JohnF:
    Spoiler:
    Hourglass Card 17 Quinn/JohnF
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 18 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 18 Koren/MauveAvengr
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 19 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 19 Raheli/Chthonicthul
    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.
    Hourglass Card 20 Brielle/Shnik:
    Spoiler:
    Hourglass Card 20 Brielle/Shnik
    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 21 Enora/Gimry:
    Spoiler:
    Hourglass Card 21 Enora/Gimry
    Lady Despair
    Core
    Blessing 3
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
    Hourglass Card 22 Quinn/JohnF:
    Spoiler:
    Hourglass Card 22 Quinn/JohnF
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 23 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 23 Koren/MauveAvengr
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 24 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 24 Raheli/Chthonicthul
    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.
    Hourglass Card 25 Brielle/Shnik:
    Spoiler:
    Hourglass Card 25 Brielle/Shnik
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 26 Enora/Gimry:
    Spoiler:
    Hourglass Card 26 Enora/Gimry
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Hourglass Card 27 Quinn/JohnF:
    Spoiler:
    Hourglass Card 27 Quinn/JohnF
    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.

    Location #1: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Flanking Attack (1)

    Dungeons Card 1 (Flanking Attack):
    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.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    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+#.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Dungeons Card 6:
    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.
    Dungeons Card 7:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Dungeons Card 8:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    Harrow
    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.
    Dungeons Card 11:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    Location #2: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Imprisonment (2)
    Oubliette Card 1 (Imprisonment):
    Imprisonment
    Core
    Barrier 2
    Traits:
    Lock
    Obstacle
    To Defeat:
    Dexterity
    Diplomacy
    Disable
    Stealth 9
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
    Oubliette Card 2:
    Sivit
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Outsider
    Trigger
    To Defeat:
    Combat 16
    When examined or before acting, recharge your hand, reset, and bury a card.
    Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
    Oubliette Card 3:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Oubliette Card 4:
    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.
    Oubliette Card 5:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Oubliette Card 6:
    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.
    Oubliette Card 7:
    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.
    Oubliette Card 8:
    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.
    Oubliette Card 9:
    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.
    Oubliette Card 10:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Oubliette Card 11:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.

    Location #3: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Plaguebringer's Mask (2)
    Twisting Passages Card 1 (Plaguebringer's Mask):
    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.
    Twisting Passages Card 2:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 3:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Twisting Passages Card 4:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Twisting Passages Card 5:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Twisting Passages Card 6:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Twisting Passages Card 7:
    Fox
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
    Twisting Passages Card 8:
    Poison Dart Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Twisting Passages Card 9:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Twisting Passages Card 10:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Twisting Passages Card 11:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.
    Twisting Passages Card 12:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 1 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Acid-spraying Skull (1)
    Repository Card 1 (Acid-spraying Skull):
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Repository Card 2:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Repository Card 6:
    Inferno Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Fire
    Trap
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Perception 8+#
    OR Craft
    Disable 6+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.
    Repository Card 7:
    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.
    Repository Card 8:
    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.
    Repository Card 9:
    Smoke Bomb
    CotCT
    Item 1
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 7
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character's Stealth.

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

    Repository Card 10:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Repository Card 11:
    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.

    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Brielle/Shnik, Quinn/JohnF, Koren/MauveAvengr, Infantry Devil (2)
    River Card 1 (Infantry Devil):
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    River Card 2:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    River Card 3:
    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.
    River Card 4:
    Disable Mechanism
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    River Card 5:
    Senshiir
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 12
    THEN Combat 12
    Immune to Poison. Resistant to Acid, Attack, and Electricity.
    Before acting, suffer 1d6 Combat damage.
    River Card 6:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Location #6: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, Enora/Gimry, Bogeyman(3)
    Laboratory Card 1 (Bogeyman):
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Laboratory Card 2:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    Laboratory Card 3:
    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.
    Laboratory Card 4:
    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.
    Laboratory Card 5:
    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.
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
    Laboratory Card 8:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.
    Laboratory Card 9:
    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.
    Laboratory Card 10:
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 5 ?: 0
    Located/Displayed Here: Loot, Harrows.
    Cards Not In the Box Card 1 (Ausio Carowyn):
    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.
    Cards Not In the Box Card 2 (The Inquisitor):
    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.
    Cards Not In the Box Card 3 (The Wanderer):
    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.
    Cards Not In the Box Card 4 (The Snakebite):
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Cards Not In the Box Card 5 (The Foreign Trader):
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Cards Not In the Box Card 6 (The Joke):
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Cards Not In the Box Card 7 (Ruan Mirukova):
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 8 (Salvator Scream):
    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.


  • Deck Handler

    Turn 3, The All-seeing Eye
    Hour: When you would examine the top card of a location, you may examine the top 2 cards instead.

    SoT, examine River #1 => Infantry Devil (2)
    Reload into Twisting Passages
    ...examine River #2 => Boots of Friendly Terrain (1)

    Move to Oubliette

    Explore Oubliette #1 => Imprisonment

    Bury Greatclub +1 to rage

    Diplomacy 9: 1d12 + 1d10 + 5 ⇒ (4) + (9) + 5 = 18 => defeated, Greatclub +1 recharged

    When defeated, encounter random ally #1 => Craftsman

    Diplomacy 6: 1d10 + 4 ⇒ (1) + 4 = 5 => failed

    Examine top 2 cards of all locations:

    Dungeons #1 => Flanking Attack (1)
    Dungeons #2 => Enormous Reefclaw (3)

    Oubliette #2 => Sivit (3) TRIGGER
    Recharge hand, reset, bury Gambeson
    Oubliette #3 => Bound Imp (1)

    Twisting Passages #0 => Infantry Devil (2)
    Twisting Passages #1 => Plaguebringer's Mask (2)

    Repository #1 => Acid-spraying Skull (1)
    Repository #2 => Cold Iron Greatsword (1)

    River #2 => Boots of Friendly Terrain (1)
    River #3 => The Desert (1)

    Laboratory #1 => Bogeyman (3)
    Laboratory #2 => Hell Hound (1)

    No Lair built

    Well Sivit sucks, I'd planned on reloading my Wanderer to explore. And I have to bury a second card in a row now.

    Discard Blessing of Gorum to explore Oubliette #2 => Sivit (Henchman)

    BA, recharge hand, reset, bury Crowbar_C

    Reveal Iron Shackles_C, bury Blessing of Achaekek to rage

    Combat 16: 1d12 + 2d8 + 8 ⇒ (3) + (4, 7) + 8 = 22 => defeated, Blessing of Achaekek recharged

    I guess the good part is that I now know the exact order of my deck?

    End turn, examine Oubliette #3 => Bound Imp (1)
    Reload into Repository
    ...examine Oubliette #4 => Harpy (2)

    Examined a lot, Oubliette cards 1&2 explored, Oubliette card 3 on top of Repository, River card 1 on top of Twisting Passages, random ally #1 used

    Brielle wrote:

    Hand: Greatclub +1, Earthbreaker_C, Ruan Mirukova_L, Blessing of Cayden Cailean, Iron Shackles_C, Topaz of Strength,

    Displayed:
    Deck: 10 Discard: 1 Buried: 2
    Hero Points: 3
    "NOTES:
    Available Support: Blessings as needed
    Movement: If closed:
    Other: "

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    -Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d10 ☑ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma +3

    Favored Card: Item
    Hand Size: 5 ☑ 6☐ 7
    Proficiencies:
    Light Armors, ☐ Heavy Armors, Weapons
    Powers:
    "You may bury a card from your hand to add 1d12 (☑+1) (□+2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
    (□ After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)"
    For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 (□+3) and the card’s traits.
    ☑ When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    □ If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. (□ Then you may examine the top card of your location deck; if it’s a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
    □ You may discard a card to evade a monster you encounter and put it on top of your location deck.


    ========================
    Enora starts her turn.
    Hour: The Courtesan
    Hour Power:When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.

    The Rakshasa have us trapped in some sort of magical maze!

    SoT Examine Laboratory: Bogeyman. Move it to Repository

    Still reeling from the previous fight with the Rakshasa and not looking for a fight, I remember that Brielle mentioned some old boots near the river.

    Move to River

    Boots of Friendly Terrain:

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

    I really want to keep my Binders Tome, so I'll just auto-fail this. It is just an Item 1

    Unfortunately, the boots look too worn to be of use to anyone.

    EoT Examine River: Desert. Reload into Twisting Passages

    "

    Enora wrote:

    Hand: Enervation, Gem of Mental Acuity, Binder's Tome, Chronicler, Blessing of the Spellbound, The Rakshasa,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Laboratory
    Hero Points: 2
    NOTES:
    Available Support: Binders Tome add 1d4 to local Combat or Charisma checks, but adds the Mental trait.
    Enervation is availalable to decrease difficulty of Combat checks by 2d4
    Other: Paizo reroll used for scenario CoCT-3D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spellbound (1), Create Mindscape, Mind Thrust, Korvosan House Drake, Ice and Fire, Sage's Journal, Codex
    Recharged: The Snakebite, Knock, Sphere of Fire,
    Discard Pile: Bestiary of Garund, Frost Ray, Fire Snake,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Arcane
    POWERS:
    On your check to acquire or recharge a boon that has the Magic trait, 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.
    For your combat check, you may discard a spell (☐ or a boon with the Magic trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.

    "


    Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    The hour is Sands of the Hour - no effect.

    Start of turn #1 (scenario power): Examine top card of location.
    It's Disable Mechanism - a Spell 2. Reload it onto the Oubliette.

    Start of turn #2 (Quinn's power): Examine top card of location.
    It's Senshiir - a (non-closing) henchman (Monster 3).

    Start of turn #3 (Blackjack Power) exchange card from hand (Helpful Haversack) with card from kit (Magic Leather Armor).

    I believe I've now got all the locations set up properly so that when the River is closed and the top card of Dungeons - Flanking Attack - is encountered we'll be able to build the Lair. If I'm wrong then instead of encountering Senshiir Quinn will end his turn and move Senshiir somewhere (and, possibly, move Disable Mechanism to somewhere other that the Oubliette)

    Explore, encountering Senshiir.

    Senshiir:
    Story Bane
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 12 THEN Combat 12
    Immune to Poison. Resistant to Acid, Attack, and Electricity. Before acting, suffer 1d6 Combat damage.

    Before Acting, suffer1d6 ⇒ 1 Combat Damage.
    Display and then recharge Magic Leather Armor to take care of that.

    Reveal Sansetsukon; Reload Pole to use Knowledge + 3.
    Combat 12 #1: 1d10 + 8 + 1d6 + 1 ⇒ (9) + 8 + (4) + 1 = 22
    Reveal Sansetsukon; Reload Blackjack's Daggers to use Knowledge + 4.
    Combat 12 #2: 1d10 + 9 + 1d6 + 1 ⇒ (8) + 9 + (6) + 1 = 24 Senshiir is well and truly defeated.

    End turn.
    Scenario power: examine top of location.
    It's Sneak - a monster 0. I think putting that anywhere (except the dungeons) sets Koren up to be able to build the Lair; I'll put it on the Laboratory.

    Reset, drawing Blackjack's Daggers and Pole.

    Quinn wrote:

    Hand: Blackjack's Daggers, Defending Sansetsukon +1, Sage's Journal (Core), Pole, Blessing of the Quartermaster, The Inquisitor,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: River
    Hero Points: 3
    Reroll Used: N
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+4 to a local check against a bane. Other cards or support could be made available if requested.
    Movement: An examinable location (prefer barriers, not monsters)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackjack's Rapier, Chime of Unlocking, Majordomo, Masterwork Tools, Salvator Scream, Quartermaster, Gem of Mental Acuity, Investigator's Lamp, Blessing of Kofusachi, Monkey, Sai, Blackjack's Gear
    Recharged: Magic Leather Armor (Core),
    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 ☐ 8 ☐ 9
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☑ 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. (☑ You may recharge a card to ignore powers that would happen when you examine it.)

    Empiricist Role:
    ☐ 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).

    Blackjack Role:
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    ☑ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.


    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

    During This Scenario:

    Setup:

    When setting out the locations, arrange them in a circle in the order listed (So the last location you're using is adjacent to the Dungeons).

    When building the locations, first shuffle together a number of Trap barriers equal to the number of locations, then deal 1 into each location. Then build as usual.

  • At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.
  • When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

    Danger: Rakshasa
    Villain: None
    Non-Closing Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barriers (2).

    Additional Rules: Story Bane Details:

    Rakshasa (Danger):

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
    Senshiir (Non-Closing Henchman):
     
    Story Bane
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 12 THEN Combat 12
    Immune to Poison. Resistant to Acid, Attack, and Electricity. Before acting, suffer 1d6 Combat damage.
    Sivit (Non-Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Outsider Trigger
    To Defeat: Combat 16
    When examined or before acting, recharge your hand, reset, and bury a card. Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
    Poison Dart Trap (Non-Closing Henchman):

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Inferno Trap (Non-Closing Henchman):

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

    Scenario Level (#): 3

    Turn: 6, Koren/MauveAvengr

    Random Cards:

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

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

    Spoiler:
    Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

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

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

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

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

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

    Spoiler:
    Stinging Wasps
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 11
    OR Disable 9
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

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

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

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

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

    Spoiler:
    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:
    Enervation
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    On any combat check, freely banish to decrease the difficulty by 2d4.

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


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

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

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

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


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

    Spoiler:
    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:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    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.

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

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

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

    Spoiler:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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


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

    Spoiler:
    Sergeant-at-arms
    CotCT
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 10
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

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

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

    Blessings
    Spoiler:
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.

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

    Spoiler:
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.

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

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

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

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 1 Raheli/Chthonicthul
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it.
    To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Hourglass Card 2 Brielle/Shnik:
    Spoiler:
    Hourglass Card 2 Brielle/Shnik
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 3 Enora/Gimry:
    Spoiler:
    Hourglass Card 3 Enora/Gimry
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 4 Quinn/JohnF:
    Spoiler:
    Hourglass Card 4 Quinn/JohnF
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 5 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Koren/MauveAvengr
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 6 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 6 Raheli/Chthonicthul
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 7 Brielle/Shnik:
    Spoiler:
    Hourglass Card 7 Brielle/Shnik
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Enora/Gimry:
    Spoiler:
    Hourglass Card 8 Enora/Gimry
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Quinn/JohnF:
    Spoiler:
    Hourglass Card 9 Quinn/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 10 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 10 Koren/MauveAvengr
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 11 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 11 Raheli/Chthonicthul
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 12 Brielle/Shnik:
    Spoiler:
    Hourglass Card 12 Brielle/Shnik
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 13 Enora/Gimry:
    Spoiler:
    Hourglass Card 13 Enora/Gimry
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 14 Quinn/JohnF:
    Spoiler:
    Hourglass Card 14 Quinn/JohnF
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 15 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Koren/MauveAvengr
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 16 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 16 Raheli/Chthonicthul
    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.
    Hourglass Card 17 Brielle/Shnik:
    Spoiler:
    Hourglass Card 17 Brielle/Shnik
    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 18 Enora/Gimry:
    Spoiler:
    Hourglass Card 18 Enora/Gimry
    Lady Despair
    Core
    Blessing 3
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
    Hourglass Card 19 Quinn/JohnF:
    Spoiler:
    Hourglass Card 19 Quinn/JohnF
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 20 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 20 Koren/MauveAvengr
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 21 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 21 Raheli/Chthonicthul
    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.
    Hourglass Card 22 Brielle/Shnik:
    Spoiler:
    Hourglass Card 22 Brielle/Shnik
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 23 Enora/Gimry:
    Spoiler:
    Hourglass Card 23 Enora/Gimry
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Hourglass Card 24 Quinn/JohnF:
    Spoiler:
    Hourglass Card 24 Quinn/JohnF
    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.

    Location #1: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Flanking Attack (1), Enormous Reefclaw (3)

    Dungeons Card 1 (Flanking Attack):
    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.
    Dungeons Card 2 (Enormous Reefclaw):
    Enormous Reefclaw
    CotCT
    Monster 3
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 19
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.
    Dungeons Card 3:
    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+#.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Dungeons Card 6:
    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.
    Dungeons Card 7:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Dungeons Card 8:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    Harrow
    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.
    Dungeons Card 11:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    Location #2: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Brielle/Shnik, Disable Mechanism (2), Harpy (2)
    Oubliette Card 1 (Disable Mechanism):
    Disable Mechanism
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Oubliette Card 2 (Harpy):
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    Oubliette Card 3:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Oubliette Card 4:
    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.
    Oubliette Card 5:
    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.
    Oubliette Card 6:
    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.
    Oubliette 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.
    Oubliette Card 8:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Oubliette Card 9:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.

    Location #3: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 4 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: The Desert (1), Infantry Devil (2), Plaguebringer's Mask (2)
    Twisting Passages Card 1 (The Desert):
    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.
    Twisting Passages Card 2 (Infantry Devil):
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Twisting Passages Card 3 (Plaguebringer's Mask):
    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.
    Twisting Passages Card 4:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 5:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Twisting Passages Card 6:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Twisting Passages Card 7:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Twisting Passages Card 8:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Twisting Passages Card 9:
    Fox
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
    Twisting Passages Card 10:
    Poison Dart Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Twisting Passages Card 11:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Twisting Passages Card 12:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Twisting Passages Card 13:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.
    Twisting Passages Card 14:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 2 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Bogeyman (3), Bound Imp (1), Acid-spraying Skull (1), Cold Iron Greatsword (1)
    Repository Card 1 (Bogeyman):
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Repository Card 2 (Bound Imp):
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Repository Card 3 (Acid-spraying Skull):
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Repository Card 4 (Cold Iron Greatsword):
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 5:
    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.
    Repository Card 6:
    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.
    Repository Card 7:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Repository Card 8:
    Inferno Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Fire
    Trap
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Perception 8+#
    OR Craft
    Disable 6+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.
    Repository Card 9:
    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.
    Repository Card 10:
    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.
    Repository Card 11:
    Smoke Bomb
    CotCT
    Item 1
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 7
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character's Stealth.

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

    Repository Card 12:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Repository Card 13:
    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.

    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Gimry, Quinn/JohnF, Koren/MauveAvengr,

    Location #6: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, Sneak (0), Hell Hound (1)

    Laboratory Card 1 (Sneak):
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Laboratory Card 2 (Hell Hound):
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    Laboratory Card 3:
    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.
    Laboratory Card 4:
    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.
    Laboratory Card 5:
    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.
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
    Laboratory Card 8:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.
    Laboratory Card 9:
    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.
    Laboratory Card 10:
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 5 ?: 0
    Located/Displayed Here: Loot, Harrows.
    Cards Not In the Box Card 1 (Ausio Carowyn):
    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.
    Cards Not In the Box Card 2 (The Inquisitor):
    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.
    Cards Not In the Box Card 3 (The Wanderer):
    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.
    Cards Not In the Box Card 4 (The Snakebite):
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Cards Not In the Box Card 5 (The Foreign Trader):
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Cards Not In the Box Card 6 (The Joke):
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Cards Not In the Box Card 7 (Ruan Mirukova):
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 8 (Salvator Scream):
    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.


  • STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
    Out of Turn Updates: N/a

    Turn: Turn 6 - Iomedae's Justice

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

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

    SOT: Examine top card of location. Location is empty.

    Move: Stay at River

    Explore: Attempt to close River.

    Discard Blessing of the Father of Creation to bless check twice.

    Strength 5+3=8: 3d8 + 2 ⇒ (1, 8, 5) + 2 = 16

    Location is closed. Move to Dungeons. Enora and Quinn must move as well.

    End Turn: Reset Hand. Examine top card of location. If barrier, encounter. Otherwise reload into another location. Examine Flanking Attack.

    Flanking Attack:
    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.

    Summon and encounter the danger.

    Rakshasa:
    Rakshasa
    Story Bane
    Type:
    Monster
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Random other character must summon Danger. Will use turn order to decide.

    Rakshasa?: 1d4 ⇒ 1 Raheli must encounter the Danger

    Dexterity 6: 1d4 ⇒ 4
    Dexterity 6 w/ Forced Reroll: 1d4 ⇒ 4
    Electricity damage: 1d4 - 1 ⇒ (2) - 1 = 1

    Recharge Tooled Crocodile Skin to reduce Electricity damage by 3. For combat, will punch the Rakshasa. Add 1d4 from Hour Power.

    Combat 16+3+2=21: 1d8 + 4 ⇒ (5) + 4 = 9

    Fail, but will bury Spiked Plate to reduce damage to 0. Banish Flanking Attack, it is defeated. Since defeated a barrier, examine top cards of all locations. All are different level. So build Lair and shuffle Vimanda into it.

    Summary
    Move: River->Dungeons
    Acquired: N/a
    Banished: Dungeons Card 1: Flanking Attack
    Examined: Top card of all locations
    Random Card(s) N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): Raheli must summon Rakshasa

    Koren wrote:

    Hand: Shock Glaive +1, Cure, Weapon of Awe, Grappler's Mask, Blessing of Cayden Cailean,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    Current Location: Dungeons
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
    Recharge armor can reduce 2 damage (local only)
    Blessings
    Other: Hi I'm Koren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortified Shell Armor, Gem of Physical Prowess, Blessing of Sarenrae, Blessing of Iomedae, Tripartite Spear +2, Four-Mirror Armor, Katana +1, Strength, Blessing of Shax
    Recharged: Tooled Crocodile Skin,
    Discard Pile: Blessing of Tsukiyo, The Joke (Harrow), Blessing of the Father of Creation,
    Buried Pile: Spiked Plate,

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor Weapons Divine
    POWERS:
    When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☑+1) to (☐ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
    ☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
    ☐ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
    ☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.


    Deckhandler

    Raheli encounters Rakshasa for Flanking Attack. The difficulty to defeat is increased by #. Since the difficulty of the BYA is NOT increased, though, she auto-succeeds at that check.
    Combat 19 to defeat Rakshasa, recharging Crow to use Dexterity plus 2d8 and adding Piercing, which makes it a Combat 15, and adding d4 for Hourglass power: 1d10 + 3 + 2d8 + 1d4 ⇒ (8) + 3 + (8, 1) + (4) = 24 Defeated


    Deckhandler

    Turn 7: Raheli/The Eternal Rose
    Examine top card of location at beginning of turn; already knew it was a Sneak, though. Reload it to the Repository, I guess.

    Play Augury, calling Monster.
    Laboratory Card #1: Hell Hound
    Laboratory Card #1: Aspect of the Monkey
    Laboratory Card #1: Embiggen
    Move Hell Hound to bottom of deck; shuffle the rest.

    Explore first Laboratory card
    Laboratory Card 1: 1d8 ⇒ 4 Elixir of Focus
    Intelligence 8 to acquire Elixir of Focus: 1d8 ⇒ 4 Failure; banished

    Discard Frog to explore next Laboratory card
    Laboratory Card 2: 1d7 ⇒ 4 Assassination Squad
    Discard Dreamcatcher for Fire damage
    Dsummon and encounter Red Mantis Assassin, which she'll evade for Hourglass power. Assassination Squad still defeated and banished.
    Examine top cards of all locations, which I can't do since Lair hasn't been built. Will need that done to finish turn, I guess. Pausing...


    Unknown top cards are: Laboratory: Wand of Flame (2) and Lair: Fangs of Diomazul (3).

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

    During This Scenario:

    Setup:

    When setting out the locations, arrange them in a circle in the order listed (So the last location you're using is adjacent to the Dungeons).

    When building the locations, first shuffle together a number of Trap barriers equal to the number of locations, then deal 1 into each location. Then build as usual.

  • At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.
  • When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

    Danger: Rakshasa
    Villain: None
    Non-Closing Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barriers (2).

    Additional Rules: Story Bane Details:

    Rakshasa (Danger):

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
    Senshiir (Non-Closing Henchman):
     
    Story Bane
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 12 THEN Combat 12
    Immune to Poison. Resistant to Acid, Attack, and Electricity. Before acting, suffer 1d6 Combat damage.
    Sivit (Non-Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Outsider Trigger
    To Defeat: Combat 16
    When examined or before acting, recharge your hand, reset, and bury a card. Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
    Poison Dart Trap (Non-Closing Henchman):

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Inferno Trap (Non-Closing Henchman):

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

    Vimanda (Villain):

    CotCT Story Bane 3
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 17 THEN Combat 13 OR Charisma Diplomacy 8
    Resistant to Attack. Vulnerable to Piercing. After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Scenario Level (#): 3

    Turn: 8, Brielle/Shnik

    Random Cards:

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

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

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

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

    Spoiler:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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


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

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

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

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

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

    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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

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


    Spoiler:
    Wand of Force Missile
    CotCT
    Item 1
    Traits:
    Arcane
    Attack
    Force
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 6
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.

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


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

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

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

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

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

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

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

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

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

    Spoiler:
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.

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

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

    Spoiler:
    The 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.

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

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Enora/Gimry:
    Spoiler:
    Hourglass Card 1 Enora/Gimry
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 2 Quinn/JohnF:
    Spoiler:
    Hourglass Card 2 Quinn/JohnF
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Koren/MauveAvengr
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 4 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 4 Raheli/Chthonicthul
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 5 Brielle/Shnik:
    Spoiler:
    Hourglass Card 5 Brielle/Shnik
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 6 Enora/Gimry:
    Spoiler:
    Hourglass Card 6 Enora/Gimry
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Quinn/JohnF:
    Spoiler:
    Hourglass Card 7 Quinn/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 8 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 8 Koren/MauveAvengr
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 9 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 9 Raheli/Chthonicthul
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 10 Brielle/Shnik:
    Spoiler:
    Hourglass Card 10 Brielle/Shnik
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 11 Enora/Gimry:
    Spoiler:
    Hourglass Card 11 Enora/Gimry
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 12 Quinn/JohnF:
    Spoiler:
    Hourglass Card 12 Quinn/JohnF
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 13 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Koren/MauveAvengr
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 14 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 14 Raheli/Chthonicthul
    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.
    Hourglass Card 15 Brielle/Shnik:
    Spoiler:
    Hourglass Card 15 Brielle/Shnik
    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 16 Enora/Gimry:
    Spoiler:
    Hourglass Card 16 Enora/Gimry
    Lady Despair
    Core
    Blessing 3
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
    Hourglass Card 17 Quinn/JohnF:
    Spoiler:
    Hourglass Card 17 Quinn/JohnF
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 18 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 18 Koren/MauveAvengr
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 19 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 19 Raheli/Chthonicthul
    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.
    Hourglass Card 20 Brielle/Shnik:
    Spoiler:
    Hourglass Card 20 Brielle/Shnik
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 21 Enora/Gimry:
    Spoiler:
    Hourglass Card 21 Enora/Gimry
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Hourglass Card 22 Quinn/JohnF:
    Spoiler:
    Hourglass Card 22 Quinn/JohnF
    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.

    Location #1: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr, Flanking Attack (1), Enormous Reefclaw (3)

    Dungeons Card 1 (Enormous Reefclaw):
    Enormous Reefclaw
    CotCT
    Monster 3
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 19
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.
    Dungeons Card 2:
    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+#.
    Dungeons Card 3:
    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.
    Dungeons Card 4:
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Dungeons Card 7:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Dungeons Card 8:
    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.
    Dungeons Card 9:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    Harrow
    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.
    Dungeons Card 10:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    Location #2: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Brielle/Shnik, Disable Mechanism (2), Harpy (2)
    Oubliette Card 1 (Disable Mechanism):
    Disable Mechanism
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Oubliette Card 2 (Harpy):
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    Oubliette Card 3:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Oubliette Card 4:
    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.
    Oubliette Card 5:
    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.
    Oubliette Card 6:
    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.
    Oubliette 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.
    Oubliette Card 8:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Oubliette Card 9:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.

    Location #3: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 4 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: The Desert (1), Infantry Devil (2), Plaguebringer's Mask (2)
    Twisting Passages Card 1 (The Desert):
    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.
    Twisting Passages Card 2 (Infantry Devil):
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Twisting Passages Card 3 (Plaguebringer's Mask):
    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.
    Twisting Passages Card 4:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 5:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Twisting Passages Card 6:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Twisting Passages Card 7:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Twisting Passages Card 8:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Twisting Passages Card 9:
    Fox
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
    Twisting Passages Card 10:
    Poison Dart Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Twisting Passages Card 11:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Twisting Passages Card 12:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Twisting Passages Card 13:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.
    Twisting Passages Card 14:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 3 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Gimry, Sneak (0), Bogeyman (3), Bound Imp (1), Acid-spraying Skull (1), Cold Iron Greatsword (1)
    Repository Card 1 (Sneak):
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Repository Card 2 (Bogeyman):
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Repository Card 3 (Bound Imp):
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Repository Card 4 (Acid-spraying Skull):
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Repository Card 5 (Cold Iron Greatsword):
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 6:
    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.
    Repository Card 7:
    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.
    Repository Card 8:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Repository Card 9:
    Inferno Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Fire
    Trap
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Perception 8+#
    OR Craft
    Disable 6+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.
    Repository Card 10:
    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.
    Repository Card 11:
    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.
    Repository Card 12:
    Smoke Bomb
    CotCT
    Item 1
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 7
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character's Stealth.

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

    Repository Card 13:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Repository Card 14:
    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.

    Location #6: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Raheli/Chthonicthul, Wand of Flame (2), Hell Hound (1), Aspect of the Monkey, Embiggen
    Laboratory Card 1 (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.
    Laboratory Card 2:
    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.
    Laboratory Card 3:
    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.
    Laboratory Card 4:
    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.
    Laboratory Card 5:
    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.
    Laboratory Card 6:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.
    Laboratory Card 7 (Hell Hound):
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 5 ?: 0
    Located/Displayed Here: Loot, Harrows.
    Cards Not In the Box Card 1 (Ausio Carowyn):
    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.
    Cards Not In the Box Card 2 (The Inquisitor):
    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.
    Cards Not In the Box Card 3 (The Wanderer):
    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.
    Cards Not In the Box Card 4 (The Snakebite):
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Cards Not In the Box Card 5 (The Foreign Trader):
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Cards Not In the Box Card 6 (The Joke):
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Cards Not In the Box Card 7 (Ruan Mirukova):
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 8 (Salvator Scream):
    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.

    Location #8: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Vimanda, Fangs of Diomazul (3)

    Lair Card 1 (Fangs of Diomazul):
    Fangs of Diomazul
    CotCT
    Barrier 3
    Traits:
    Construct
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Stealth 11
    If undefeated, display this barrier at your location. While displayed, at this location:
    * When you explore, suffer 1d4 Combat damage.
    * For your first exploration of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Lair Card 2:
    Vimanda
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 17
    THEN Combat 13
    OR Charisma
    Diplomacy 8

    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Lair Card 3:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Lair Card 4:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Lair Card 5:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    Attack
    Fire
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
    Lair Card 6:
    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.
    Lair Card 7:
    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.
    Lair Card 8:
    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.
    Lair Card 9:
    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.
    Lair Card 10:
    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.


  • Deckhandler

    End of turn: examine top card of locations; I’m assuming Lair is adjacent to Dungeon? So, no attempt to close provided.

    Reset hand and end turn
    Arcane 8 to recharge Augury, adding d4 for scenario power: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8 Recharged

    Will roll close attempt from defeating Barrier at bottom, so as to not take advantage of rolls above
    My base average is below the target, so asking for a Blessing. Quinn's Blessing of the Quartermaster is the least precious of the two on the table? Will ask him to recharge for this check.
    Intelligence 8 to close Laboratory, adding d4 for scenario power and asking Quinn to recharge Bot Quartermaster to Bless: 1d8 + 1d4 + 1d8 ⇒ (3) + (1) + (3) = 7 Failure; will use shirt reroll on a d8
    Shirt re-roll on a d8: 1d8 ⇒ 4 Make this a success.
    For When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others. Summon Unearthly Aim, Charm Person and Twisted Space. Will encounter Twisted Space and banish the others.
    Arcane 8 to acquire Twisted Space, adding d4 for scenario power: 1d8 + 1d4 ⇒ (3) + (3) = 6 Failure. Enora, feel free to encounter!

    Will move to Lair at close

    Raheli wrote:

    Hand: Blessing of the Gods, Grounding Staff, Black Spot, Staff of Minor Healing, Incendiary Cloud,

    Displayed: Flying Squirrel,
    Deck: 10 Discard: 4 Buried: 0
    "Current Location: Lair
    Hero Points Available/Used: 0/0"
    "NOTES:
    Available Support: Blessing, Black Spot and Incendiary Cloud as needed; bot me as needed.
    Other: Dice Re-Roll Used for 3D?: Y"

    Skills and Powers:
    SKILLS

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

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.


    On Raheli's turn, I will recharge The Rakshasa to encounter Twisted Space

    Arcane 8: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9

    Roll Details:

    Arcane - 1d10+3
    Adventure Power - 1d4

    Acquired. Makes me feel better. Now I have a spell I can use for Frost Touch if I run into a combat.


    Deck Handler

    Turn 8, Nethys's Duality
    Hour: On your check against a spell, add 1d4.

    SoT, examine Oubliette #1 => Disable Mechanism
    ...reload into Repository

    I'd like to say I handed the scroll to Enora, but she'll have to reload it elsewhere at the start of her turn...

    Move to Lair

    Explore Lair #1 => Fangs of Diomazul

    Recharge Ruan Mirukova_L, discard Blessing of Cayden Cailean, Quinn discards Pole

    Dexterity 11: 4d6 + 1d4 ⇒ (5, 4, 4, 3) + (3) = 19 => defeated

    Check passed, Ruan heals a card => Blessing of Cayden Cailean

    Barrier defeated, examine all locations
    Dungeons #1 => Enormous Reefclaw (3)
    Oubliette #2 => Harpy (2)
    Twisting Passages #1 => The Desert (1)
    Repository #0 => Disable Mechanism (2)
    Lair #2 => Vimanda (3)

    Top card of all non-Lair locations different from neighbours, close attempt

    Bury Iron Shackles_C to rage

    Melee 8: 1d12 + 1d8 + 6 ⇒ (11) + (6) + 6 = 23 => passed, Iron Shackles_C recharged

    Villain found, location emptied but not closed

    EoT, examine Lair #2 => Vimanda
    ...reload into Repository

    That way, Enora can still get the spell, and we can discuss what we actually want to do with the Villain.

    Oubliette card 1 and Lair card 2 reloaded into Repository, Lair empty but open, Quinn used Pole

    Brielle wrote:

    Hand: Greatclub +1, Earthbreaker_C, Ausio Carowyn_L, The Wanderer_H, Ruan Mirukova_L, Topaz of Strength,

    Displayed:
    Deck: 10 Discard: 1 Buried: 2
    Hero Points: 3
    "NOTES:
    Available Support: Blessings as needed
    Movement: If closed:
    Other: "

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    -Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d10 ☑ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma +3

    Favored Card: Item
    Hand Size: 5 ☑ 6☐ 7
    Proficiencies:
    Light Armors, ☐ Heavy Armors, Weapons
    Powers:
    "You may bury a card from your hand to add 1d12 (☑+1) (□+2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
    (□ After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)"
    For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (□ 1d12) plus the card’s adventure deck number; you may additionally discard it to add another 1d8 (□+3) and the card’s traits.
    ☑ When you attempt a check before you act, you may use your Melee skill instead of any listed skill.
    □ If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. (□ Then you may examine the top card of your location deck; if it’s a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
    □ You may discard a card to evade a monster you encounter and put it on top of your location deck.


    ========================
    Enora starts her turn.
    Hour: Calistria's Sting
    Hour Power:You may avenge by discarding a card.

    Start of Turn Examine Disable Mechanism from Brielle. Reload it into the Twisting Passages and I will move there.

    As I continue to search through the Maze, I feel the presence of the arcane. I follow the trail and end up in the Twisting Passages.

    Disable Mechanism:

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

    Arcane 10: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (3) = 16

    Roll Details:

    Arcane - 1d10+3
    Adventure Power - 1d4

    I finally gather the floating arcane energies and wrap them into a new spell.

    I'm going to go ahead and discard the Spellbound to explore again.

    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.

    Constitution 7(4+3): 1d10 ⇒ 8

    Roll Details:

    Intelligence(Gem Of Mental Acuity) - 1d10

    Gem of Mental Acuity Allows me to use my Intelligence Die, but not skill unfortunately so the Adventure special doesn't kick in.

    I'll end there because that Devil isn't very nice to me. I don't have any help for that Arcane 9 and it's not worth the resources to fight through the Resistances when we have plenty of melee characters

    End of Turn Examine the Infantry Devil and send it to the Oubilette

    I am loaded for any Cha/Knowledge checks.

    "

    Enora wrote:

    Hand: Enervation, Twisted Space, Disable Mechanism, Binder's Tome, Chronicler, The Desert,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Laboratory
    Hero Points: 2
    NOTES:
    Available Support: Binders Tome add 1d4 to local Combat or Charisma checks, but adds the Mental trait.
    Enervation is availalable to decrease difficulty of Combat checks by 2d4
    Other: Paizo reroll used for scenario CoCT-3D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sage's Journal, Mind Thrust, Korvosan House Drake, Blessing of the Spellbound (1), Codex, Ice and Fire, Create Mindscape
    Recharged: The Snakebite, Knock, Sphere of Fire, The Rakshasa, Gem of Mental Acuity,
    Discard Pile: Bestiary of Garund, Frost Ray, Fire Snake, Blessing of the Spellbound,
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Arcane
    POWERS:
    On your check to acquire or recharge a boon that has the Magic trait, 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.
    For your combat check, you may discard a spell (☐ or a boon with the Magic trait) to use your Charisma skill + 1d6 (☑2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.

    "


    Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    Enora didn't notice that Brielle had reloaded the villain into the Repository. We're changing Brielle's turn to instead reload the villain into the Oubliette; this allow's Enora's turn to proceed as posted above, rather than requiring a major retcon.

    Off-turn activity: On Raheli's turn, recharge Blessing of the Quartermaster.
    Off-turn activity: On Brielle's turn, discard Pole.

    The hour is Shelyn's Song - When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    Start of turn (scenario): Examine top of location - Enormous Reefclaw. Reload onto ??Lair??

    Start of turn (Quinn): Examine top of location - Sawtooth Saber (Weapon 3)
    I was going to move away, but this looks tempting!

    Start of turn (Blackjack): Exchange Defending Sansetsukon (in hand) with Shy Ratani (in kit)

    Explore, encountering Sawtooth Saber (a Finesse weapon).

    Reload Blackjack's Daggers to use Knowledge + 4 in place of Acrobatics; recharge Shy Ratani to add 1d8 to a check to acquire.
    Acrobatics 13: 1d10 + 9 + 1d8 ⇒ (1) + 9 + (2) = 12 That's terrible!
    Shirt reroll the d10 Acrobatics 13: 1d10 + 9 + 2 ⇒ (9) + 9 + 2 = 20 That's better! Acquired.

    Discard Inquisitor (Harrow) to explore - it's a Barghest (Monster 2)

    Use the shiny new Saber; reload Sage's Journal to use Knowledge+0; ask Koren for 1d6+1
    Combat 13+2 (location power)=15: 1d10 + 5 + 1d6 + 2 + 1d6 + 1 ⇒ (10) + 5 + (6) + 2 + (5) + 1 = 29 Take that!
    1d4 ⇒ 1 Unfortunately the Barghest evades the encounter, and a random local character encounters it.
    Random Local Character(Koren, Quinn): 1d2 ⇒ 1 - Koren.

    Pausing turn for Koren to take on the Barghest


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Use power once for Quinn. Discard Gem of Physical Prowess. Koren must summon a Barghest

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

    Reveal Shock Glaive +1 to do Melee+1d10+1.

    Combat 13: 1d8 + 4 + 1d10 + 1 ⇒ (4) + 4 + (10) + 1 = 19

    Evaded?: 1d4 ⇒ 2

    Barghest is defeated.


    Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    Thanks, Koren! (It was actually Combat 15, but you made it anyway)

    Quinn is rapidly running out of cards, so will end his turn.

    End of turn (scenario): Examine top card of location - Lady of Valor (Blessing 3). Reload onto Oubliette.

    End of turn (Quinn) Examine top card of location - Symbol of Fear (Barrier 3). Koren's going to have to encounter that!

    Reset, drawing Blackjack's daggers, Sage's Journal, Blessing of Kofusachi, Monkey & Majordomo.

    Quinn wrote:

    Hand: Blackjack's Daggers, Sawtooth Saber, Sage's Journal (Core), Majordomo, Monkey, Blessing of Kofusachi,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Dungeons
    Hero Points: 3
    Reroll Used: Y
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+5 to a local check against a bane. Other cards or support could be made available if requested.
    Movement: An examinable location (prefer barriers, not monsters)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Salvator Scream, Investigator's Lamp, Quartermaster, Chime of Unlocking, Blackjack's Rapier, Blackjack's Gear, Masterwork Tools, Gem of Mental Acuity, Sai
    Recharged: Magic Leather Armor (Core), Blessing of the Quartermaster, Shy Ratani,
    Discard Pile: Pole, The Inquisitor,
    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 ☐ 8 ☐ 9
    Proficiencies:

    POWERS:
    For your check that invokes Finesse, you may recharge (☑ 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. (☑ You may recharge a card to ignore powers that would happen when you examine it.)

    Empiricist Role:
    ☐ 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).

    Blackjack Role:
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    ☑ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.


    Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    Minor correction - Quinn's Knowledge is based off Intelligence, so he should have added an extra 1d4 to his check to acquire the Sawtooth Saber. That means he would have succeeded at the initial check to acquire (which he missed by 1), and wouldn't have needed to use his reroll.

    This scenario is very difficult to keep track of in PbP. It would be hard enough in a face-to-face game, where you could at least put a marker such as a d6 next to each location to show what level card was on top, if known; when you have to scroll back to the last update post, then follow what has happened over the next several posts, it's far tougher to get everything right, and still remember all the other little things that affect a check. Even something simple like the number and order of open locations is difficult to track without the occasional error.


    You're telling me! Its hard enough to track what's going on when I can look at all the cards!

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.

    During This Scenario:

    Setup:

    When setting out the locations, arrange them in a circle in the order listed (So the last location you're using is adjacent to the Dungeons).

    When building the locations, first shuffle together a number of Trap barriers equal to the number of locations, then deal 1 into each location. Then build as usual.

  • At the start and end of your turn, examine the top card of your location; if it is a barrier, encounter it. Otherwise, reload it into another location.
  • When you defeat a barrier, you may examine the top card of each location; if the top card of each is a different level than the locations to the left and right of it, add the new location Lair and shuffle the villain Vimanda into it. If the Lair is already built, you may attempt to close your location.

    Danger: Rakshasa
    Villain: None
    Non-Closing Henchmen: Senshir, Sivit, Poison Dart Trap, Inferno Trap, Random barriers (2).

    Additional Rules: Story Bane Details:

    Rakshasa (Danger):

    Story Bane
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.
    Senshiir (Non-Closing Henchman):
     
    Story Bane
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 12 THEN Combat 12
    Immune to Poison. Resistant to Acid, Attack, and Electricity. Before acting, suffer 1d6 Combat damage.
    Sivit (Non-Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Outsider Trigger
    To Defeat: Combat 16
    When examined or before acting, recharge your hand, reset, and bury a card. Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
    Poison Dart Trap (Non-Closing Henchman):

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Inferno Trap (Non-Closing Henchman):

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

    Vimanda (Villain):

    CotCT Story Bane 3
    Type: Monster
    Traits: Outsider Rakshasa
    To Defeat: Combat 17 THEN Combat 13 OR Charisma Diplomacy 8
    Resistant to Attack. Vulnerable to Piercing. After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Scenario Level (#): 3

    Turn: 11, Koren/MauveAvengr

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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


    Spoiler:
    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.


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

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

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

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

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

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

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


    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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


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

    Spoiler:
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 1 Raheli/Chthonicthul
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 2 Brielle/Shnik:
    Spoiler:
    Hourglass Card 2 Brielle/Shnik
    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 Enora/Gimry:
    Spoiler:
    Hourglass Card 3 Enora/Gimry
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 Quinn/JohnF:
    Spoiler:
    Hourglass Card 4 Quinn/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 5 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Koren/MauveAvengr
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 6 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 6 Raheli/Chthonicthul
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 7 Brielle/Shnik:
    Spoiler:
    Hourglass Card 7 Brielle/Shnik
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 8 Enora/Gimry:
    Spoiler:
    Hourglass Card 8 Enora/Gimry
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 9 Quinn/JohnF:
    Spoiler:
    Hourglass Card 9 Quinn/JohnF
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 10 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 10 Koren/MauveAvengr
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 11 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 11 Raheli/Chthonicthul
    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.
    Hourglass Card 12 Brielle/Shnik:
    Spoiler:
    Hourglass Card 12 Brielle/Shnik
    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 13 Enora/Gimry:
    Spoiler:
    Hourglass Card 13 Enora/Gimry
    Lady Despair
    Core
    Blessing 3
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
    Hourglass Card 14 Quinn/JohnF:
    Spoiler:
    Hourglass Card 14 Quinn/JohnF
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 15 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Koren/MauveAvengr
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 16 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 16 Raheli/Chthonicthul
    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.
    Hourglass Card 17 Brielle/Shnik:
    Spoiler:
    Hourglass Card 17 Brielle/Shnik
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 18 Enora/Gimry:
    Spoiler:
    Hourglass Card 18 Enora/Gimry
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Hourglass Card 19 Quinn/JohnF:
    Spoiler:
    Hourglass Card 19 Quinn/JohnF
    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.

    Location #1: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr, Symbol of Fear (3)

    Dungeons Card 1 (Symbol of Fear):
    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.
    Dungeons Card 2:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Dungeons Card 3:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Dungeons Card 4:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
    Dungeons Card 5:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    Harrow
    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.
    Dungeons Card 6:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    Location #2: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Lady of Valor (3), Infantry Devil (2), Vimanda (3), Harpy (2)
    Oubliette Card 1 (Lady of Valor):
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Oubliette Card 2 (Vimanda):
    Vimanda
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 17
    THEN Combat 13
    OR Charisma
    Diplomacy 8

    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Oubliette Card 3 (Harpy):
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    Oubliette Card 4:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Oubliette Card 5:
    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.
    Oubliette Card 6:
    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.
    Oubliette Card 7:
    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.
    Oubliette Card 8:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Oubliette Card 9:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Oubliette Card 10:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.

    Location #3: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 4 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Enora/Gimry, Infantry Devil (2), Plaguebringer's Mask (2)
    Twisting Passages Card 1 (Infantry Devil):
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Twisting Passages Card 2 (Plaguebringer's Mask):
    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.
    Twisting Passages Card 3:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 4:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Twisting Passages Card 5:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Twisting Passages Card 6:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Twisting Passages Card 7:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Twisting Passages Card 8:
    Fox
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
    Twisting Passages Card 9:
    Poison Dart Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
    Twisting Passages Card 10:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Twisting Passages Card 11:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Twisting Passages Card 12:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.
    Twisting Passages Card 13:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 3 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Sneak (0), Bogeyman (3), Bound Imp (1), Acid-spraying Skull (1), Cold Iron Greatsword (1)
    Repository Card 1 (Sneak):
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Repository Card 2 (Bogeyman):
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Repository Card 3 (Bound Imp):
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Repository Card 4 (Acid-spraying Skull):
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Repository Card 5 (Cold Iron Greatsword):
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 6:
    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.
    Repository Card 7:
    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.
    Repository Card 8:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Repository Card 9:
    Inferno Trap
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Fire
    Trap
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Perception 8+#
    OR Craft
    Disable 6+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.
    Repository Card 10:
    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.
    Repository Card 11:
    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.
    Repository Card 12:
    Smoke Bomb
    CotCT
    Item 1
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 7
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character's Stealth.

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

    Repository Card 13:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Repository Card 14:
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 5 ?: 0
    Located/Displayed Here: Loot, Harrows.
    Cards Not In the Box Card 1 (Ausio Carowyn):
    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.
    Cards Not In the Box Card 2 (The Inquisitor):
    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.
    Cards Not In the Box Card 3 (The Wanderer):
    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.
    Cards Not In the Box Card 4 (The Snakebite):
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Cards Not In the Box Card 5 (The Foreign Trader):
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Cards Not In the Box Card 6 (The Joke):
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Cards Not In the Box Card 7 (Ruan Mirukova):
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 8 (Salvator Scream):
    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.

    Location #8: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raheli/Chthonicthul, Brielle/Shnik, Enormous Reefclaw (3)
    Lair Card 1 (Enormous Reefclaw):
    Enormous Reefclaw
    CotCT
    Monster 3
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 19
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.


  • STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Turn Order: Koren - MauveAvengr, Raheli - Chthonicthul, Brielle - Shnik, Enora - Gimry, Quinn - JohnF
    Out of Turn Updates: N/a

    Turn: Turn 11 - Asmodeus's Tyranny

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

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

    SOT: Examine top card of location. Examine Symbol of Fear

    Symbol of Fear:
    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.

    Must encounter it. Discard Blessing of Cayden Cailean to bless check.

    Divine 10: 2d8 + 4 ⇒ (3, 8) + 4 = 15

    Defeated. Examine top card of all locations. Looks like all are different levels, co can attempt to close. Summon and defeat the danger. Summon Rakshasa

    Rakshasa:
    Rakshasa
    Story Bane
    Type:
    Monster
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 16
    Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Quinn must do Dexterity or Acrobatics 6 check or suffer Electricity Damage

    Dexterity 6: 1d4 ⇒ 2
    Dexterity 6 w/ reroll: 1d4 ⇒ 4
    Electricity Damage: 1d4 - 1 ⇒ (2) - 1 = 1

    Discard Weapon of Awe as damage. For combat, reveal Shock Glaive +1 to do Melee+1d10+1. Will ask Quinn for Sage's Journal for 1d10+5

    Combat 16+2=18: 1d8 + 4 + 1d10 + 1 + 1d10 + 5 ⇒ (8) + 4 + (9) + 1 + (7) + 5 = 34
    Combat 16+2=18 w/ forced reroll: 8 + 4 + 1d10 + 1 + 7 + 5 ⇒ 8 + 4 + (6) + 1 + 7 + 5 = 31

    Defeated. Quinn and Koren may draw a card. Draw Strength. Koren moves to Lair. Quinn must move.

    Move: Stay at Lair

    Explore: Enormous Reefclaw

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

    Will banish Strength to recovery. Raheli and Brielle must take 1 Combat damage. Koren will discard Grappler's Mask as 1 Combat damage. For combat, reveal and discard Shock Glaive +1 to do Melee+1d10+1+1d8 and the electricity trait.

    Combat 19: 1d8 + 4 + 1d10 + 1 + 1d8 + 3 ⇒ (4) + 4 + (8) + 1 + (2) + 3 = 22
    Combat 19 w/ forced reroll: 1d8 + 4 + 1d10 + 1 + 1d8 + 3 ⇒ (7) + 4 + (6) + 1 + (7) + 3 = 28

    Defeated. May attempt to close.

    Melee 5+3=8: 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8

    Auto-close. Koren, Brielle, and Raheli must move. Koren moves to Twisitng Passages.

    End Turn: Reset Hand. Examine top card of location. If barrier, encounter. Otherwise reload into another location. Examine Infantry Devil. Reload into Repository.

    Recovery:

    -Strength: Divine 8: 1d8 + 4 ⇒ (7) + 4 = 11

    Summary
    Move: Dungeons->Lair
    Acquired: N/a
    Banished: Dungeons Card 1: Symbol of Fear; Lair Card 1: Enormous Reefclaw
    Examined: Top card of all locations
    Random Card(s) N/a
    Displayed: N/a
    Other Player(s) Resources Used: Quinn's Sage's Journal
    Actions needed by other Player(s): Quinn must do Dexterity/Acrobatics check or take Electricity damage. Then Quinn may draw a card. Then Quinn must move.
    Raheli and Brielle take 1 Combat damage then must move.

    Koren wrote:

    Hand: Shock Glaive +1, Cure, Fortified Shell Armor, Four-Mirror Armor, Blessing of Iomedae,

    Displayed:
    Deck: 6 Discard: 7 Buried: 1
    Current Location: Twisting Passages
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Discard top card of deck to add 1d6+1 to local check; if success -> May recharge random discard
    Recharge armor can reduce 2 damage (local only)
    Blessings
    Cure (local only)
    Other: Hi I'm Koren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sarenrae, Katana +1, Blessing of Shax, Tripartite Spear +2
    Recharged: Tooled Crocodile Skin, Strength,
    Discard Pile: Blessing of Tsukiyo, The Joke (Harrow), Blessing of the Father of Creation, Gem of Physical Prowess, Blessing of Cayden Cailean, Weapon of Awe, Grappler's Mask,
    Buried Pile: Spiked Plate,

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

    Favored Card: Spell or Armor
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor Weapons Divine
    POWERS:
    When another local character suffers damage, you may recharge an armor to reduce that damage by 2 (☐ 3).
    You may discard the top card of your deck to add 1d6 (☑+1) to (☐ your check or) any check by another local character. If that card is an armor (☑ or a blessing), you may recharge it instead of discarding it. (☑ If the character succeeds at the check, she may recharge a random card from her discard pile.)
    ☐ After another character moves from your location, you may discard (☐ or recharge) a card to move to that character's location.
    ☐ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.
    ☐ When a character at your location fails to acquire a boon, you may recharge (☐ or reveal) a blessing; she evades the boon and you immediately encounter it.


    Deck Handler

    OoT, Koren's turn

    Enormous Reefclaw's BA damage, discard Earthbreaker_C

    Lair closed, move to Repository


    Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    Off turn (Koren):

    Dex/Acrobatics 6: 1d6 ⇒ 1 Fail (but reroll)
    Dex/Acrobatics 6: 1d6 ⇒ 5 Fail. Take 1d4 - 1 ⇒ (3) - 1 = 2 electricity damage.

    I don't believe Koren had any armors in hand at that time, so Quinn has to discard two cards
    Discard Majordomo & Monkey.
    Draw a card - Quartermaster.

    Move to Repository, I guess. Quinn can (probably) guard that.


    Human Investigator Deck Handler Looking for: (Most level 6 upgrades, especially Items)

    Forgot to mention: Off-turn (Koren) - bury Sage's Journal for Koren


    Deckhandler

    Off-turn: discard Incendiary Cloud for Enormous Reefclaw damage, then move to Twisting Passages because Koren makes it do-able

    Turn 12: Raheli/Lady Luck
    Examine Twisting Passages Card #1: Plaguebringer's Mask
    Reload it to Repository, to keep from covering Villain.

    Explore Twisting Passages Card #2: Drowning Mud
    Constitution 8 to defeat Drowning Mud, recharging Grounding Staff to add 1d4 plus and asking Koren for the d6 plus 1: 1d6 + 1d4 + 1d6 + 1 ⇒ (3) + (1) + (2) + 1 = 7 Success; defeated and banished.

    For defeating Barrier, examine top cards. They are levels 1, 2 and 3, so get to try to close.

    Wisdom 8 to close Twisting Passages, asking Koren for some help once again, and discarding Blessing of the Gods: 1d6 + 1d6 + 1 + 1d6 ⇒ (6) + (6) + 1 + (3) = 16 Twisting Passages closed

    Move to random location: 1d2 ⇒ 1 Oubliette

    End of turn: examine top card: Lady of Valor. Move to Repository, because that is the only option

    Reset hand and end turn

    Raheli wrote:

    Hand: Hypnotist's Locket, Blessing of Cayden Cailean, Black Spot, Staff of Minor Healing, Gem of Physical Prowess,

    Displayed: Flying Squirrel,
    Deck: 8 Discard: 6 Buried: 0
    "Current Location: Oubliette
    Hero Points Available/Used: 0/0"
    "NOTES:
    Available Support: Blessing, and Black Spot as needed; bot me as needed.
    Other: Dice Re-Roll Used for 3D?: Y"

    Skills and Powers:
    SKILLS

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

    Favored Card: Item
    Hand Size: 5 ☐ 6
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 [X] 2d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([X] If you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the items' highest adventure deck number) to your check.


    Random Location: 1d2 ⇒ 1
    Move to Oubilette


    STR d8+1 (melee+2) | DEX d4 | CON d6 (fortitude+2) | INT d6 | WIS d10 | CHA d8 (divine+3) Deck Handler

    Random Location: 1d2 ⇒ 1
    Oubilette party!

    Use power twice for Raheli. Discard Tripartite Spear +1 and recharge Blessing of Shax.

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