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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Start at Graveyard. Replace Knock with Channel The Gift

"

Enora wrote:

Hand: Enervation, Fly, Channel the Gift, Gem of Mental Acuity, Binder's Tome, Blessing of Qi Zhong, The Mute Hag,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Graveyard
Hero Points: 4
NOTES:
Other: Paizo reroll used for scenario CoCT-5C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chronicler, Salvator Scream, Blessing of the Spellbound, Codex, Bestiary of Garund, Ice and Fire, The Rakshasa, Chain Lightning, Fire Snake, Korvosan House Drake, Sage's Journal, Frost Ray, Create Mindscape
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) (☑ or reveal a card that has the Book 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 with Brielle (or if anyone else wants to start with him).

Upgrade Blessing of Sarenrae to Blessing of Angradd

Fill empty Spell slot with Strength

Loot:

-Thundering Earthbreaker in place of Shock Glaive +1
-Totem Klar in place of Four-Mirror Armor

Koren wrote:

Hand: Tripartite Spear +2, Strength, Spiked Plate, Blessing of Angradd, Blessing of Iomedae, The Carnival (Harrow),

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 6
Paizo Reroll: 4D - 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)
If bane is displayed next to you (local only) -> can display it next to Koren instead
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): Gem of Physical Prowess, Thundering Earthbreaker, Blessing of Shizuru, Fortified Shell Armor, Blessing of the Father of Creation, Tooled Crocodile Skin, Blessing of Cayden Cailean, Cure, Dwarven Earthbreaker +1, Grappler's Mask, Totem Klar, Refuge, Blessing of Tsukiyo
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.


Deck Handler

Start at Cathedral

Blessing of Cayden Cailean gets upgraded to Blessing of the Father of Creation

Guide_C gets replaced by Loot Ausio Carowyn
Quartermaster gets replaced by Loot Ruan Mirukova
Gambeson gets replaced by Loot Moon Maiden Armor
Blessing of Shax gets replaced by Balmberry as Loot

Brielle wrote:

Hand: Blessing of Shizuru, Ausio Carowyn_L, Legionnaire Chaplain, Grappler's Mask, Belt of Physical Might_C, Blessing of Abadar, The Publican_H,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Hero Points: 5
Tier: 5.0"
"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.


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

Quinn's deck remains unchanged except for his deck upgrade:
Replace "Chime of Unlocking" with "Boots of Alacrity"
(I'm also assuming he keeps the Blackjack role & Salvator Scream)

He will start at the Oubliette if alone;
if Koren accompanies him he would consider starting at the Shrine.

Quinn wrote:

Hand: Defending Sansetsukon +1, Magic Leather Armor (Core), Investigator's Lamp, Helpful Haversack (Core), Blackjack's Gear, Gem of Mental Acuity, Salvator Scream, Quartermaster,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Oubliette
Hero Points: 4
Reroll Used: N // Quinn has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

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


NOTES:
Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 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): Sage's Journal (Core), Masterwork Tools, Blessing of Kofusachi, Boots of Alacrity, Cloak of Daggers, Eagle, Adamantine Sai +2, Pole, Shy Ratani, Blackjack's Rapier, Blackjack's Daggers, Monkey
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
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.
☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.


Deckhandler

Raheli dives into the mad, undead castle, heading straight for the Ossuary.

As noted in the Discussion page, switching in Red War Paint and Silver War Paint for Hypnotist's Locket and Phoenix Staff.

Raheli wrote:

Hand: Staff of Minor Healing, Red War Paint (for Cockroach Coat), Lyrune-quah Moon Maiden (for Crow), Incendiary Cloud, Gem of Physical Prowess, The Queen Mother (Harrow),

Displayed: Flying Squirrel,
Deck: 14 Discard: 0 Buried: 0
"Current Location: Ossuary
Hero Points Available/Used: 4/0 // Raheli 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.

Honor-Tested:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

"
"NOTES:
Available Support: All cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 5C?: 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.
[X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.


During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.
    WITHERING:
    At the end of your turn, bury a random card from your discards.
    UNHALLOWED:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY:
    When you suffer damage, it is increased by 1.

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.

    Story Banes
    Danger: Elemental, Mysterious Relic, Wight, Wraith Roll 1d4
    Villain: Lich (Bishop Zev Ravenka)
    Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Additional Rules: Story Bane Details:

    Elemental (Danger):

    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.

    Mysterious Relic (Danger):

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Wight (Danger):

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith (Danger):

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Lich (Villain):

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

    Mummy (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    Zombie Minions (Closing henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 1, Brielle/Shnik

    Random Cards:

    Monsters
    Spoiler:
    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.

    Spoiler:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11
    None None None

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


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

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

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

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

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

    Spoiler:
    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:
    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.

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

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

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

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

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

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

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


    Spoiler:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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


    Spoiler:
    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:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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


    Armors
    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.

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

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

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

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

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


    Spoiler:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

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

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

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

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

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

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

    Hour Power: You may not use powers to reroll dice.

    Current Hour:

    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Enora/Gimry:
    Spoiler:
    Hourglass Card 1 Enora/Gimry
    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 Quinn/JohnF:
    Spoiler:
    Hourglass Card 2 Quinn/JohnF
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 3 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Koren/MauveAvengr
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
    To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.
    Hourglass Card 4 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 4 Raheli/Chthonicthul
    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.
    Hourglass Card 5 Brielle/Shnik:
    Spoiler:
    Hourglass Card 5 Brielle/Shnik
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 6 Enora/Gimry:
    Spoiler:
    Hourglass Card 6 Enora/Gimry
    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.
    Hourglass Card 7 Quinn/JohnF:
    Spoiler:
    Hourglass Card 7 Quinn/JohnF
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 8 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 8 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 9 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 9 Raheli/Chthonicthul
    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.
    Hourglass Card 10 Brielle/Shnik:
    Spoiler:
    Hourglass Card 10 Brielle/Shnik
    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 11 Enora/Gimry:
    Spoiler:
    Hourglass Card 11 Enora/Gimry
    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 12 Quinn/JohnF:
    Spoiler:
    Hourglass Card 12 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 13 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Koren/MauveAvengr
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Hourglass Card 14 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 14 Raheli/Chthonicthul
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 15 Brielle/Shnik:
    Spoiler:
    Hourglass Card 15 Brielle/Shnik
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 16 Enora/Gimry:
    Spoiler:
    Hourglass Card 16 Enora/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Quinn/JohnF:
    Spoiler:
    Hourglass Card 17 Quinn/JohnF
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 18 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 18 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 19 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 19 Raheli/Chthonicthul
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 20 Brielle/Shnik:
    Spoiler:
    Hourglass Card 20 Brielle/Shnik
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 21 Enora/Gimry:
    Spoiler:
    Hourglass Card 21 Enora/Gimry
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 22 Quinn/JohnF:
    Spoiler:
    Hourglass Card 22 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 23 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 23 Koren/MauveAvengr
    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 24 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 24 Raheli/Chthonicthul
    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 25 Brielle/Shnik:
    Spoiler:
    Hourglass Card 25 Brielle/Shnik
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 26 Enora/Gimry:
    Spoiler:
    Hourglass Card 26 Enora/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 27 Quinn/JohnF:
    Spoiler:
    Hourglass Card 27 Quinn/JohnF
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 28 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 28 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 29 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 29 Raheli/Chthonicthul
    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.

    Location #1: Base
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None

    Base Card 1:
    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.
    Base Card 2:
    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.
    Base Card 3:
    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.
    Base Card 4:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 5:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 6:
    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.
    Base Card 7:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 8:
    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.
    Base Card 9:
    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.
    Base Card 10:
    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.
    Base Card 11:
    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.

    Location #2: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Brielle/Shnik, Koren/MauveAvengr, None
    Cathedral Card 1:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    None None None

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

    Cathedral Card 2:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Cathedral Card 3:
    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.
    Cathedral Card 4:
    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.
    Cathedral Card 5:
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Cathedral Card 6:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Cathedral Card 7:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Cathedral Card 8:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Cathedral Card 9:
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.
    Cathedral Card 10:
    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.

    Location #3: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 7:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Crypt Card 8:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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

    Crypt Card 9:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 10:
    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.

    Location #4: 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: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine Card 1:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Shrine Card 2:
    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.
    Shrine Card 3:
    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.
    Shrine Card 4:
    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.
    Shrine Card 5:
    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.
    Shrine Card 6:
    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.
    Shrine Card 7:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Shrine Card 8:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Shrine Card 9:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Shrine Card 10:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Location #5: 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: 1 Bl: 1 ?: 1
    Located/Displayed Here: Quinn/JohnF, None
    Oubliette Card 1:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
    Oubliette Card 2:
    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.
    Oubliette Card 3:
    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.
    Oubliette Card 4:
    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.
    Oubliette 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.
    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:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.
    Oubliette Card 8:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Oubliette Card 9:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Oubliette Card 10:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Location #6: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, None
    Ossuary Card 1:
    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.
    Ossuary Card 2:
    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.
    Ossuary Card 3:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Ossuary Card 4:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Ossuary Card 5:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Ossuary Card 6:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Ossuary Card 7:
    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+#.
    Ossuary Card 8:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 9:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

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

    Ossuary Card 10:
    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.

    Location #7: 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: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Repository Card 1:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 2:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Repository Card 6:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
    Repository 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.
    Repository Card 8:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Repository Card 9:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Repository Card 10:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Location #8: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Gimry, None
    Graveyard Card 1:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
    Graveyard Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 3:
    Garden Guardian
    CotCT
    Monster 3
    Traits:
    Outsider
    Plant
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
    Graveyard Card 4:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
    Graveyard Card 5:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Graveyard Card 6:
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
    Graveyard 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.
    Graveyard Card 8:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Graveyard Card 9:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Graveyard Card 10:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    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: 2 Sp: 0 Ar: 2 I: 2 Al: 6 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Cards Not In the Box Card 2:
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 6:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    Cards Not In the Box Card 7:
    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:
    Limning Starknife
    CotCT
    Weapon 4
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    Respect
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.
    Cards Not In the Box Card 9:
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Cards Not In the Box Card 10:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Cards Not In the Box Card 11:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cards Not In the Box Card 12:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 13:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.
    Cards Not In the Box Card 14:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Cards Not In the Box Card 15:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 16:
    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 17:
    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.


  • Deck Handler

    Turn 1, The Inquisitor
    Hour: You may not use powers to reroll dice.

    Stay at Cathedral

    Explore Cathedral #1 => Bloodbug Swarm

    Reveal Belt of Physical Might_C, discard Blessing of Shizuru

    Combat 10 (14): 3d8 + 1d4 + 6 ⇒ (7, 7, 4) + (4) + 6 = 28 => passed

    Reveal Belt of Physical Might_C, bury The Publican_H to rage

    Combat 11 (15): 1d12 + 1d8 + 1d4 + 8 ⇒ (7) + (3) + (4) + 8 = 22 => passed, The Publican_H recharged

    Reveal Belt of Physical Might_C, bury Ausio Carowyn_L to rage

    Combat 12 (16): 1d12 + 1d8 + 1d4 + 8 ⇒ (9) + (7) + (4) + 8 = 28 => defeated, Ausio Carowyn_L recharged

    Monster defeated, Blessing of Shizuru healed

    End turn

    Cathedral card 1 explored

    Brielle wrote:

    Hand: Gem of Physical Prowess, Shock Glaive +1, Legionnaire Chaplain, Grappler's Mask, Belt of Physical Might_C, Blessing of Abadar,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    "Hero Points: 5
    Tier: 5.0"
    "NOTES:
    Available Support: Blessings as needed (try to leave one to close Cathedral)
    Movement: If closed: TBD
    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 Forge
    Hour Power:On your check, add 1 for each type of boon played.

    Location: Graveyard
    Location Power: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.

    What is this about chained spirits and spirit anchors? Well we all know where the undead like to hide and that's in the graveyard.

    Warning Bells:

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

    Intelligence 15: 1d10 + 2 + 1d10 + 1 ⇒ (7) + 2 + (6) + 1 = 16

    Roll Details:

    Intelligence - 1d10+2
    Blessed - 1d10
    Hour Power - 1

    Discard Qi Zhong to bless

    As I enter the graveyard, I notice a set of warning bells! Unfortunately, they go off before I am able to disable them.

    Examine the location for a Curse/Undead Card
    Card 1 = Henchman Proxy A2 which is undead, so reload it back in the location

    Off in the distance, I see a zombie slowly making its way over. Realizing I'm not quite prepared for the incoming zombie, I quickly channel to grab my chain lightning.

    Use Channel the Gift to grab Chain Lightning

    Enora ends her turn.
    Enora attempts to recover all cards in her Recovery pile.
    Channel the Gift: Arcane 9: 1d10 + 4 ⇒ (6) + 4 = 10 -> Channel the Gift recharged.
    Enora resets her hand.

    "

    Enora wrote:

    Hand: Enervation, Fly, Chain Lightning, Gem of Mental Acuity, Binder's Tome, The Mute Hag,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Graveyard
    Hero Points: 4
    NOTES:
    Other: Paizo reroll used for scenario CoCT-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frost Ray, Ice and Fire, Salvator Scream, Bestiary of Garund, Create Mindscape, Codex, Fire Snake, The Rakshasa, Blessing of the Spellbound, Chronicler, Sage's Journal, Korvosan House Drake
    Recharged: Channel the Gift,
    Discard Pile: Blessing of Qi Zhong,
    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) (☑ or reveal a card that has the Book 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.

    "

    End of Turn Summary:
    Top card of Graveyard Banished.
    Card 2 is the Henchman and was examined and left there.


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

    The hour is The Owl - Your Survival check is blessed.

    Start of turn: Examine top card of location - Red Mantis Initiate

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

    Display Magic Leather Armor.

    Explore, encountering Red Mantis Initiate.

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

    BA: Suffer 1d4 ⇒ 1 Ranged Combat Damage. Recharge Armor.

    Reveal Sansetsukon, Reload Blackjack's Gear. Recharge Salvator Scream to add 1d8.
    Combat 10+##=20: 1d10 + 6 + 4 + 1d6 + 1 + 1d8 ⇒ (5) + 6 + 4 + (6) + 1 + (2) = 24 Defeated.

    End turn.

    End of turn: No blessings or divine spells to recharge.

    End of turn: Nothing in discards to be buried.

    End of turn: Examine top of location - The Uprising (Blessing 1)

    Reset, drawing Blackjack's Gear & Adamantine Sai +2

    Quinn wrote:

    Hand: Defending Sansetsukon +1, Adamantine Sai +2, Investigator's Lamp, Helpful Haversack (Core), Blackjack's Gear, Gem of Mental Acuity, Quartermaster,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Oubliette
    Hero Points: 4
    Reroll Used: N
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 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): Monkey, Pole, Sage's Journal (Core), Blessing of Kofusachi, Shy Ratani, Cloak of Daggers, Blackjack's Daggers, Eagle, Masterwork Tools, Blackjack's Rapier
    Recharged: Boots of Alacrity, Magic Leather Armor (Core), Salvator Scream,
    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.
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.


    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.
    WITHERING:
    At the end of your turn, bury a random card from your discards.
    UNHALLOWED:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY:
    When you suffer damage, it is increased by 1.

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.

    Story Banes
    Danger: Elemental, Mysterious Relic, Wight, Wraith Roll 1d4
    Villain: Lich (Bishop Zev Ravenka)
    Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Additional Rules: Story Bane Details:

    Elemental (Danger):

    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.

    Mysterious Relic (Danger):

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Wight (Danger):

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith (Danger):

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Lich (Villain):

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

    Mummy (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    Zombie Minions (Closing henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 4, Koren/MauveAvengr

    Random Cards:

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

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


    Spoiler:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Spoiler:
    Dandasuka
    CotCT
    Monster 3
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 11
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
    After the roll, if the check was not blessed, reroll 1 die showing the highest value.

    Spoiler:
    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.

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


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

    Spoiler:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

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

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

    Spells
    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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


    Spoiler:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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


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

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


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

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


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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    Spoiler:
    Scabbard of Keen Edges
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 12
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

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

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


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

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

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

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

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


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

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

    Spoiler:
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Spoiler:
    The 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.

    Hour Power: When you would discard or bury an armor you play, you may recharge it instead.

    Current Hour:

    The Keep:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
    To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 1 Raheli/Chthonicthul
    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.
    Hourglass Card 2 Brielle/Shnik:
    Spoiler:
    Hourglass Card 2 Brielle/Shnik
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 3 Enora/Gimry:
    Spoiler:
    Hourglass Card 3 Enora/Gimry
    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.
    Hourglass Card 4 Quinn/JohnF:
    Spoiler:
    Hourglass Card 4 Quinn/JohnF
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 5 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 5 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 6 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 6 Raheli/Chthonicthul
    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.
    Hourglass Card 7 Brielle/Shnik:
    Spoiler:
    Hourglass Card 7 Brielle/Shnik
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 8 Enora/Gimry:
    Spoiler:
    Hourglass Card 8 Enora/Gimry
    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 9 Quinn/JohnF:
    Spoiler:
    Hourglass Card 9 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 10 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 10 Koren/MauveAvengr
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Hourglass Card 11 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 11 Raheli/Chthonicthul
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 12 Brielle/Shnik:
    Spoiler:
    Hourglass Card 12 Brielle/Shnik
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 13 Enora/Gimry:
    Spoiler:
    Hourglass Card 13 Enora/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 14 Quinn/JohnF:
    Spoiler:
    Hourglass Card 14 Quinn/JohnF
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 15 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 16 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 16 Raheli/Chthonicthul
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 17 Brielle/Shnik:
    Spoiler:
    Hourglass Card 17 Brielle/Shnik
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 18 Enora/Gimry:
    Spoiler:
    Hourglass Card 18 Enora/Gimry
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 19 Quinn/JohnF:
    Spoiler:
    Hourglass Card 19 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 20 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 20 Koren/MauveAvengr
    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 21 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 21 Raheli/Chthonicthul
    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 22 Brielle/Shnik:
    Spoiler:
    Hourglass Card 22 Brielle/Shnik
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 23 Enora/Gimry:
    Spoiler:
    Hourglass Card 23 Enora/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 24 Quinn/JohnF:
    Spoiler:
    Hourglass Card 24 Quinn/JohnF
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 25 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 25 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 26 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 26 Raheli/Chthonicthul
    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.

    Location #1: Base
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None

    Base Card 1:
    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.
    Base Card 2:
    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.
    Base Card 3:
    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.
    Base Card 4:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 5:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 6:
    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.
    Base Card 7:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 8:
    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.
    Base Card 9:
    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.
    Base Card 10:
    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.
    Base Card 11:
    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.

    Location #2: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Brielle/Shnik, Koren/MauveAvengr, None
    Cathedral Card 1:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Cathedral Card 2:
    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.
    Cathedral Card 3:
    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.
    Cathedral Card 4:
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Cathedral Card 5:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Cathedral Card 6:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Cathedral Card 7:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Cathedral Card 8:
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.
    Cathedral Card 9:
    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.

    Location #3: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 7:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Crypt Card 8:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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

    Crypt Card 9:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 10:
    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.

    Location #4: 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: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine Card 1:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Shrine Card 2:
    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.
    Shrine Card 3:
    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.
    Shrine Card 4:
    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.
    Shrine Card 5:
    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.
    Shrine Card 6:
    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.
    Shrine Card 7:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Shrine Card 8:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Shrine Card 9:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Shrine Card 10:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Location #5: 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: 1 Bl: 1 ?: 1
    Located/Displayed Here: Quinn/JohnF, None
    Oubliette Card 1:
    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.
    Oubliette Card 2:
    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.
    Oubliette Card 3:
    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.
    Oubliette Card 4:
    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.
    Oubliette Card 5:
    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 6:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.
    Oubliette Card 7:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Oubliette Card 8:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Oubliette Card 9:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Location #6: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, None
    Ossuary Card 1:
    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.
    Ossuary Card 2:
    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.
    Ossuary Card 3:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Ossuary Card 4:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Ossuary Card 5:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Ossuary Card 6:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Ossuary Card 7:
    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+#.
    Ossuary Card 8:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 9:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

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

    Ossuary Card 10:
    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.

    Location #7: 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: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Repository Card 1:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 2:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Repository Card 6:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
    Repository 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.
    Repository Card 8:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Repository Card 9:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Repository Card 10:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Location #8: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Gimry, Zombie Minions - Proxy A
    Graveyard Card 1 (Henchman Proxy A2):
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 2:
    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.
    Graveyard Card 3:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
    Graveyard Card 4:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Graveyard Card 5:
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Graveyard Card 8:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Graveyard Card 9:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Location #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: 2 Sp: 0 Ar: 2 I: 2 Al: 6 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Cards Not In the Box Card 2:
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 6:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    Cards Not In the Box Card 7:
    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:
    Limning Starknife
    CotCT
    Weapon 4
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    Respect
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.
    Cards Not In the Box Card 9:
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Cards Not In the Box Card 10:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Cards Not In the Box Card 11:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cards Not In the Box Card 12:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 13:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.
    Cards Not In the Box Card 14:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Cards Not In the Box Card 15:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 16:
    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 17:
    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.


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

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

    Turn: Turn 4 - The Keep

    The Keep:
    The Keep
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
    To Acquire:
    Strength
    Fortitude 4+#
    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.

    Hour Power: When you would discard or bury an armor you play, you may recharge it instead.

    SOT: N/a

    Move: Move to Oubliette with Quinn

    Explore: The Uprising

    The Uprising:
    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.

    Banish Strength to recovery to add 3 to Strength for turn.

    Strength 4+5=9: 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11

    Acquired. Discard Blessing of Iomedae to explore again.

    Explore 2: Acidic Bolas

    Acidic Bolas:
    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.

    Dexterity 13: 1d4 ⇒ 3

    Not acquired. Discard The Uprising to explore again.

    Explore 3: Accursed Priest

    Accursed Priest:
    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.

    For combat, reveal Tripartite Spear +2 to do Melee+1d8+2. Discard The Carnival to bless check. Since played Harrow, heal Blessing of Iomeade. Spiked Plate adds 1 to check. Strength adds 3.

    Combat 11+5+5=21: 2d8 + 4 + 1d8 + 2 + 1 + 3 ⇒ (6, 7) + 4 + (3) + 2 + 1 + 3 = 26

    Defeated. Bury Blessing of Angradd

    End Turn: Reset Hand. No blessing or Divine spell in hand.

    Recovery:

    -Strength: Divine 8: 1d8 + 5 ⇒ (2) + 5 = 7

    [u]Summary[/u]:
    Move: Cathedral -> Oubliette
    Acquired: Oubliette Card 1: The Uprising
    Banished: Oubliette Card 2, 3: Acidic Bolas, Accursed Priest
    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: Tripartite Spear +2, Dwarven Earthbreaker +1, Spiked Plate, Tooled Crocodile Skin, Blessing of Iomedae,

    Displayed:
    Deck: 13 Discard: 3 Buried: 1
    Current Location: Oubliette
    Hero Points: 6
    Paizo Reroll: 4D - 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)
    If bane is displayed next to you (local only) -> can display it next to Koren instead
    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): Gem of Physical Prowess, Cure, Totem Klar, Refuge, Blessing of Tsukiyo, Blessing of the Father of Creation, Fortified Shell Armor, Thundering Earthbreaker, Blessing of Shizuru, Blessing of Cayden Cailean, Grappler's Mask
    Recharged:
    Discard Pile: The Carnival (Harrow), Strength, The Uprising,
    Buried Pile: Blessing of Angradd,

    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.


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

    Forgot about Deadly and Besieged. Will recharge Spiked Plate to reduce Ranged Combat damage by 3.

    And due to Unhallowed, would have buried Blessing of Iomedae, The Carnival, and The Uprising

    Koren wrote:

    Hand: Tripartite Spear +2, Dwarven Earthbreaker +1, Cure, Totem Klar, Tooled Crocodile Skin,

    Displayed:
    Deck: 12 Discard: 1 Buried: 4
    Current Location: Oubliette
    Hero Points: 6
    Paizo Reroll: 4D - 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)
    If bane is displayed next to you (local only) -> can display it next to Koren instead
    Blessings
    Other: Hi I'm Koren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    [i]Reloaded:

    Middle of Deck (Unknown Order): Fortified Shell Armor, Thundering Earthbreaker, Blessing of Shizuru, Blessing of Cayden Cailean, Refuge, Grappler's Mask, Blessing of Tsukiyo, Blessing of the Father of Creation, Gem of Physical Prowess
    Recharged: Spiked Plate,
    Discard Pile: Strength,
    Buried Pile: Blessing of Angradd, Blessing of Iomedae, The Uprising, The Carnival (Harrow),

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☑ +2 [ooc]☐ +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.


    I forgot my end of turn recharge. Recharge a blessing, so I need to draw a card to replace it. Draw Ice and Fire. New hand posted

    "

    Enora wrote:

    Hand: Enervation, Fly, Chain Lightning, Ice and Fire, Gem of Mental Acuity, Binder's Tome,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Graveyard
    Hero Points: 4
    NOTES:
    Other: Paizo reroll used for scenario CoCT-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Codex, Fire Snake, Frost Ray, Create Mindscape, Korvosan House Drake, Blessing of the Spellbound, Sage's Journal, Bestiary of Garund, Chronicler, The Rakshasa, Salvator Scream
    Recharged: Channel the Gift, The Mute Hag,
    Discard Pile: Blessing of Qi Zhong,
    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) (☑ or reveal a card that has the Book 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.

    "


    Deckhandler

    Turn 5: Raheli/Gozreh's Growth

    Explore Ossuary Card #1: Venomous Dagger
    Dexterity 11 to acquire Venomous Dagger: 1d10 + 4 ⇒ (4) + 4 = 8 Failure; banished

    Discard Lyrune-quah Moon Maiden to explore Ossuary Card #2: Zombie
    Combat 19 to defeat Zombie, recharging Incendiary Cloud to use Dexterity plus 2d8 and recharging Staff of Minor Healing to add d4 plus 3: 1d10 + 4 + 2d8 + 1d4 + 3 ⇒ (8) + 4 + (4, 4) + (2) + 3 = 25 Defeated; banished

    Under a ceremonial dagger in the boneyard lies a corpse that shambles to life, but Raheli handily puts it back down again.

    Reset hand and end turn.
    Bury Lyrune-quah Moon Maiden for Withering.

    Raheli wrote:

    Hand: Red War Paint (for Cockroach Coat), Gem of Physical Prowess, The Queen Mother (Harrow), Blessing of Sivanah, Cloak of Daggers,

    Displayed: Flying Squirrel,
    Deck: 14 Discard: 1 Buried: 0
    "Current Location: Ossuary
    Hero Points Available/Used: 4/0 // Raheli 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.

    Honor-Tested:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

    "
    "NOTES:
    Available Support: All cards as needed. Bot me as needed.
    Other: Dice Re-Roll Used for 5C?: 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.
    [X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.


    Deck Handler

    Turn 1, retcon

    Also forgot the scenario rule to recharge a blessing at the end of every turn. Makes staying at the Cathedral a lot less appealing. Hope to find the Villain, maybe?

    EoT, recharge Blessing of Abadar

    Reset hand, draw Topaz of Strength

    Turn 6, The Cricket
    Hour: When a character moves on their turn, each other local character may move with them.

    Stay at Cathedral

    Explore Cathedral #1 => Manticore

    BA, random character (turn order): 1d5 ⇒ 2 => Brielle

    Ranged Combat damage: 1d4 + 1 ⇒ (3) + 1 = 4 => discard Gem of Physical Prowess, Grappler's Mask, Belt of Physical Might_C, Topaz of Strength

    Reveal Shock Glaive +1

    Combat 15: 1d10 + 1d8 + 7 ⇒ (2) + (5) + 7 = 14 => failed

    Dicard Shock Glaive +1 to reroll

    Combat 15: 1d10 + 1d8 + 7 ⇒ (2) + (2) + 7 = 11 => failed

    Discard Legionnaire Chaplain for damage

    AA, 1 Ranged Combat damage => no cards left in hand

    Cathedral shuffled

    End of turn, bury random discard => Gem of Physical Prowess

    Cathedral shuffled

    Brielle wrote:

    Hand: Ausio Carowyn_L, Pillaging Mace, Moon Maiden Armor_L, Blessing of Shizuru, Balmberry_L, Iron Shackles,

    Displayed:
    Deck: 8 Discard: 5 Buried: 1
    "Hero Points: 5
    Tier: 5.0"
    "NOTES:
    Available Support: Blessings as needed (try to leave one to close Cathedral)
    Movement: If closed: TBD
    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 Wanderer
    Hour Power:When a local character fails to acquire a boon, you may bury a card to encounter it.
    Location: Repository
    Location Power: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    Scenario Powers:
    When you move to or from the Base without playing a boon to move, bury a boon.
    At the end of your turn, recharge a random blessing or a random Divine spell.
    BESIEGED: After you move, suffer 1 Ranged Combat damage.
    WITHERING: At the end of your turn, bury a random card from your discards.
    UNHALLOWED: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY: When you suffer damage, it is increased by 1.

    RetCon: Unhallowed should have buried my blessing.

    As the zombies approach, I quickly line them up for a chain lightning blast.

    Display Chain Lightning to use Arcane+3d6 for all combat checks.

    Zombie Minions (Closing henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Combat(Arcane) 9: 1d10 + 4 + 3d6 + 1d4 ⇒ (5) + 4 + (3, 1, 5) + (3) = 21

    Roll Details:

    Combat - 1d10+4
    Chain Lightning - 3d6
    Binder's Tome - 1d4

    Combat(Arcane) 16(11+5): 1d10 + 4 + 3d6 + 1d4 ⇒ (5) + 4 + (4, 5, 1) + (4) = 23

    Roll Details:

    Combat - 1d10+4
    Chain Lightning - 3d6
    Binder's Tome - 1d4

    Now to close Zombie Minion

    Combat(Arcane) 9: 1d10 + 4 + 3d6 + 1d4 ⇒ (5) + 4 + (4, 1, 6) + (3) = 23

    Roll Details:

    Combat - 1d10+4
    Chain Lightning - 3d6
    Binder's Tome - 1d4

    Combat(Arcane) 16(11+5): 1d10 + 4 + 3d6 + 1d4 ⇒ (10) + 4 + (6, 2, 1) + (1) = 24

    Roll Details:

    Combat - 1d10+4
    Chain Lightning - 3d6
    Binder's Tome - 1d4

    The lightning bolt quickly jumps from zombie to zombie destroying what was left of them.

    WPC: Shuffle undead into random location
    Random Location: 1d6 ⇒ 5-> Ossuary

    As I finish up here, I spy an undead heading to the Ossuary.

    I'll head to the Repository on Closing and since I'll be forced to recharge it anyway, I'm going to cast fly on the Repository and the Cathedral.
    Discard Gem of Mental Acuity and Fire and Ice (Besieged and Deadly)

    Sensing all is well in the Graveyard, I quickly fly around the area.

    Repository Card 1->Henchman Proxy A3 (Convenient)
    Cathedral Card: 1d9 ⇒ 8 ->Guardian Zombie

    Enora ends her turn.
    Enora attempts to recover all cards in her Recovery pile.
    Chain Lightning: Arcane 13: 1d10 + 4 ⇒ (2) + 4 = 6 -> Chain Lightning discarded.
    Fly: Arcane 10: 1d10 + 4 ⇒ (7) + 4 = 11 -> Fly recharged.
    Enora resets her hand.

    End of turn, no blessings or Divine spells
    Withering will bury 1d3: 1d3 ⇒ 1 -> Gem of Mental Acuity

    "

    Enora wrote:

    Hand: Enervation, Create Mindscape, Fire Snake, Binder's Tome, Korvosan House Drake, Chronicler,

    Displayed:
    Deck: 10 Discard: 2 Buried: 2
    Current Location: Repository
    Hero Points: 4
    NOTES:
    Other: Paizo reroll used for scenario CoCT-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Codex, The Rakshasa, Bestiary of Garund, Blessing of the Spellbound, Salvator Scream, Sage's Journal, Frost Ray
    Recharged: Channel the Gift, The Mute Hag, Fly,
    Discard Pile: Ice and Fire, Chain Lightning,
    Buried Pile: Blessing of Qi Zhong, Gem of Mental Acuity,

    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) (☑ or reveal a card that has the Book 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.

    "

    End of Turn Summary:
    Closed Dungeons and moved to Repository
    Shuffled new undead monster into Ossuary
    Examined Card 1 of Repository
    Examined Card 8 of Cathedral (Brielle shuffled location)


    Unhallowed only buries blessings played on checks, not when used otherwise, say to explore. So Koren can unbury a couple of the blessings he played to explore.

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.
    WITHERING:
    At the end of your turn, bury a random card from your discards.
    UNHALLOWED:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY:
    When you suffer damage, it is increased by 1.

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.

    Story Banes
    Danger: Elemental, Mysterious Relic, Wight, Wraith Roll 1d4
    Villain: Lich (Bishop Zev Ravenka)
    Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Additional Rules: Story Bane Details:

    Elemental (Danger):

    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.

    Mysterious Relic (Danger):

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Wight (Danger):

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith (Danger):

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Lich (Villain):

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

    Mummy (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    Zombie Minions (Closing henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 8, Quinn/JohnF

    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:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Spoiler:
    Dandasuka
    CotCT
    Monster 3
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 11
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
    After the roll, if the check was not blessed, reroll 1 die showing the highest value.

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

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

    Barriers
    Spoiler:
    Obsession of Battle
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.

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

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

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

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

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

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

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

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

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


    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

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


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

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


    Spoiler:
    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.


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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

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

    Blessings
    Spoiler:
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

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

    Spoiler:
    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.

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

    Hour Power: When another character avenges your encounter, heal 1d4 cards.

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 1 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 2 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 2 Raheli/Chthonicthul
    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.
    Hourglass Card 3 Brielle/Shnik:
    Spoiler:
    Hourglass Card 3 Brielle/Shnik
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 4 Enora/Gimry:
    Spoiler:
    Hourglass Card 4 Enora/Gimry
    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 5 Quinn/JohnF:
    Spoiler:
    Hourglass Card 5 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 6 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 6 Koren/MauveAvengr
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Hourglass Card 7 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 7 Raheli/Chthonicthul
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 8 Brielle/Shnik:
    Spoiler:
    Hourglass Card 8 Brielle/Shnik
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 9 Enora/Gimry:
    Spoiler:
    Hourglass Card 9 Enora/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Quinn/JohnF:
    Spoiler:
    Hourglass Card 10 Quinn/JohnF
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 11 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 12 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 12 Raheli/Chthonicthul
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 13 Brielle/Shnik:
    Spoiler:
    Hourglass Card 13 Brielle/Shnik
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Enora/Gimry:
    Spoiler:
    Hourglass Card 14 Enora/Gimry
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 15 Quinn/JohnF:
    Spoiler:
    Hourglass Card 15 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 16 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 16 Koren/MauveAvengr
    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 17 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 17 Raheli/Chthonicthul
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 18 Brielle/Shnik:
    Spoiler:
    Hourglass Card 18 Brielle/Shnik
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 19 Enora/Gimry:
    Spoiler:
    Hourglass Card 19 Enora/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 20 Quinn/JohnF:
    Spoiler:
    Hourglass Card 20 Quinn/JohnF
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 21 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 21 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 22 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 22 Raheli/Chthonicthul
    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.

    Location #1: Base
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None

    Base Card 1:
    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.
    Base Card 2:
    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.
    Base Card 3:
    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.
    Base Card 4:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 5:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 6:
    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.
    Base Card 7:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 8:
    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.
    Base Card 9:
    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.
    Base Card 10:
    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.
    Base Card 11:
    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.

    Location #2: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Brielle/Shnik, Manticore
    Cathedral Card 1 (Guardian Zombie):
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.
    Cathedral Card 2:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Cathedral Card 3:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Cathedral Card 4:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Cathedral Card 5:
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Cathedral Card 6:
    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.
    Cathedral Card 7:
    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.
    Cathedral Card 8:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Cathedral Card 9:
    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.

    Location #3: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 7:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Crypt Card 8:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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

    Crypt Card 9:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 10:
    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.

    Location #4: 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: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine Card 1:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Shrine Card 2:
    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.
    Shrine Card 3:
    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.
    Shrine Card 4:
    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.
    Shrine Card 5:
    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.
    Shrine Card 6:
    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.
    Shrine Card 7:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Shrine Card 8:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Shrine Card 9:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Shrine Card 10:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Location #5: 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: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr, None
    Oubliette Card 1:
    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.
    Oubliette Card 2:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Oubliette Card 3:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.
    Oubliette Card 4:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Oubliette Card 5:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Oubliette Card 6:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Location #6: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, Random undead monster
    Ossuary Card 1:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Ossuary Card 2:
    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.
    Ossuary Card 3:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Ossuary Card 4:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

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

    Ossuary Card 5:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Ossuary Card 6:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Ossuary Card 7:
    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+#.
    Ossuary Card 8:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 9:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Location #7: 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: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Gimry, None
    Repository Card 1 (Henchman Proxy A3):
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 2:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Repository Card 6:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
    Repository 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.
    Repository Card 8:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Repository Card 9:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Repository Card 10:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    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: 2 Sp: 0 Ar: 2 I: 2 Al: 6 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Cards Not In the Box Card 2:
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 6:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    Cards Not In the Box Card 7:
    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:
    Limning Starknife
    CotCT
    Weapon 4
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    Respect
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.
    Cards Not In the Box Card 9:
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Cards Not In the Box Card 10:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Cards Not In the Box Card 11:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cards Not In the Box Card 12:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 13:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.
    Cards Not In the Box Card 14:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Cards Not In the Box Card 15:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 16:
    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 17:
    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.


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

    The hour is The Paladin - When another character avenges your encounter, heal 1d4 cards.

    Start of turn: Examine top card of location - Symbol of Insanity.

    Start of turn: Reveal HH to examine top card of deck - Blackjack's Rapier. Reload.

    Start of turn: Exchange Defending Sansetsukon (hand) with Blessing of the Quartermaster (kit)

    Explore, encountering Symbol of Insanity.

    Symbol of Insanity:
    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.

    Recharge(Unhallowed)/discard Blessing of the Quartermaster to add one die.
    Ask Koren for an extra d6+1
    Intelligence 12: 2d10 + 1d6 + 1 ⇒ (1, 4) + (5) + 1 = 11
    Let's reroll that first d10 ...
    Intelligence 12: 1d10 + 4 + 5 + 1 ⇒ (5) + 4 + 5 + 1 = 15 Defeated.
    As per Koren's power, recharge Blessing of the Quartermaster.

    Recharge Investigator's lamp to examine top three cards of location.
    They are: Seeking Longbow (Weapon 3), Raccoon (Ally 3), and Perplexing Text (Barrier 1)

    Quinn must encounter the Perplexing Text

    Perplexing Text:

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

    Bury/Reload Blackjack's Gear to add Perception
    Knowledge 7+#=12: 1d10 + 6 + 1d8 + 2 ⇒ (8) + 6 + (3) + 2 = 19 Defeated
    Quinn draws a new spell - Safe Haven

    Reload the remaining two cards with the Longbow on top, followed by the Raccoon.
    Discard Quartermaster to explore again.
    Quinn can't succeed at the check to acquire the longbow, so it is banished.

    End turn.

    Bury the only card in Quinn's discards (Quartermaster).
    Reset, drawing Blackjack's Rapier and Sage's Journal.

    Quinn wrote:

    Hand: Adamantine Sai +2, Blackjack's Rapier, Safe Haven, Helpful Haversack (Core), Blackjack's Gear, Gem of Mental Acuity, Sage's Journal (Core),

    Displayed:
    Deck: 13 Discard: 1 Buried: 1
    Current Location: Oubliette
    Hero Points: 4
    Reroll Used: Y
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 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): Masterwork Tools, Blessing of Kofusachi, Pole, Cloak of Daggers, Blackjack's Daggers, Eagle, Monkey, Shy Ratani
    Recharged: Boots of Alacrity, Magic Leather Armor (Core), Salvator Scream, Blessing of the Quartermaster, Investigator's Lamp,
    Discard Pile: Quartermaster,
    Buried Pile: Quartermaster,

    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.
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.

    Turn Summary:
    Banished cards 1, 2 & 4 of Oubliette
    Top card (card 3) is known to be a Raccoon
    Used Koren's 1d6+1 once


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

    Update on last turn. Would have discarded all the Blessings, healing Blessing of Iomedae when playing Harrow. Bury The Uprising at EOT due to Withinering.

    Turn Order: Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Koren - MauveAvengr, Raheli - Chthonicthul
    Out of Turn Updates: Use power for Quinn. Blessing of Iomedae so recharged instead.

    Turn: Turn 9 - Benefaction

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

    Hour Power: No effect.

    SOT: N/a

    Move: Stay at Oubliette

    Explore: Raccoon

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

    Wisdom 12: 1d10 + 1d4 ⇒ (6) + (3) = 9

    End Turn: Reset Hand. Recharge Cure due to EOT scenario power. Bury the discarded The Uprising due to Withering

    Recovery: N/a

    [u]Summary[/u]:
    Move: Oubliette
    Acquired: N/a
    Banished: Oubliette Card 3: Raccoon
    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: Tripartite Spear +2, Dwarven Earthbreaker +1, Thundering Earthbreaker, Totem Klar, Tooled Crocodile Skin,

    Displayed:
    Deck: 13 Discard: 1 Buried: 3
    Current Location: Oubliette
    Hero Points: 6
    Paizo Reroll: 4D - 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)
    If bane is displayed next to you (local only) -> can display it next to Koren instead
    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): Grappler's Mask, Gem of Physical Prowess, Blessing of the Father of Creation, Blessing of Tsukiyo, Blessing of Shizuru, Fortified Shell Armor, Blessing of Cayden Cailean, Refuge
    Recharged: Spiked Plate, Blessing of Iomedae, Cure,
    Discard Pile: Strength,
    Buried Pile: Blessing of Angradd, The Uprising, The Carnival (Harrow),

    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.


    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.
    WITHERING:
    At the end of your turn, bury a random card from your discards.
    UNHALLOWED:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY:
    When you suffer damage, it is increased by 1.

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.

    Story Banes
    Danger: Elemental, Mysterious Relic, Wight, Wraith Roll 1d4
    Villain: Lich (Bishop Zev Ravenka)
    Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Additional Rules: Story Bane Details:

    Elemental (Danger):

    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.

    Mysterious Relic (Danger):

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Wight (Danger):

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith (Danger):

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Lich (Villain):

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

    Mummy (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    Zombie Minions (Closing henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 10, Raheli/Chthonicthul

    Random Cards:

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

    Spoiler:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    None None None

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


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

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


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

    Spoiler:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

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

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

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

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

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

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

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

    Spells
    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard 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:
    Wall of Light
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display. While displayed:
    * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    * On another local character's combat check, add 1d4 and the Magic trait.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spoiler:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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


    Spoiler:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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

    Spoiler:
    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:
    Scabbard of Keen Edges
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 12
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

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

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

    Spoiler:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

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

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

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

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

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

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

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

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

    Spoiler:
    The 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.

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

    Current Hour:

    Norgorber's Shadow:
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    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.

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Brielle/Shnik:
    Spoiler:
    Hourglass Card 1 Brielle/Shnik
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 2 Enora/Gimry:
    Spoiler:
    Hourglass Card 2 Enora/Gimry
    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 Quinn/JohnF:
    Spoiler:
    Hourglass Card 3 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 4 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Koren/MauveAvengr
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Hourglass Card 5 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 5 Raheli/Chthonicthul
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 6 Brielle/Shnik:
    Spoiler:
    Hourglass Card 6 Brielle/Shnik
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 7 Enora/Gimry:
    Spoiler:
    Hourglass Card 7 Enora/Gimry
    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 Quinn/JohnF:
    Spoiler:
    Hourglass Card 8 Quinn/JohnF
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 9 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 10 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 10 Raheli/Chthonicthul
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 11 Brielle/Shnik:
    Spoiler:
    Hourglass Card 11 Brielle/Shnik
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 12 Enora/Gimry:
    Spoiler:
    Hourglass Card 12 Enora/Gimry
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 13 Quinn/JohnF:
    Spoiler:
    Hourglass Card 13 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 14 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Koren/MauveAvengr
    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 15 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 15 Raheli/Chthonicthul
    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 Brielle/Shnik:
    Spoiler:
    Hourglass Card 16 Brielle/Shnik
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Enora/Gimry:
    Spoiler:
    Hourglass Card 17 Enora/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 18 Quinn/JohnF:
    Spoiler:
    Hourglass Card 18 Quinn/JohnF
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 19 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 20 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 20 Raheli/Chthonicthul
    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.

    Location #1: Base
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None

    Base Card 1:
    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.
    Base Card 2:
    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.
    Base Card 3:
    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.
    Base Card 4:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 5:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 6:
    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.
    Base Card 7:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 8:
    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.
    Base Card 9:
    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.
    Base Card 10:
    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.
    Base Card 11:
    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.

    Location #2: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Brielle/Shnik, Manticore
    Cathedral Card 1 (Guardian Zombie):
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.
    Cathedral Card 2:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Cathedral Card 3:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Cathedral Card 4:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Cathedral Card 5:
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Cathedral Card 6:
    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.
    Cathedral Card 7:
    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.
    Cathedral Card 8:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Cathedral Card 9:
    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.

    Location #3: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 7:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Crypt Card 8:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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

    Crypt Card 9:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 10:
    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.

    Location #4: 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: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine Card 1:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Shrine Card 2:
    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.
    Shrine Card 3:
    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.
    Shrine Card 4:
    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.
    Shrine Card 5:
    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.
    Shrine Card 6:
    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.
    Shrine Card 7:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Shrine Card 8:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Shrine Card 9:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Shrine Card 10:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Location #5: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr,
    Oubliette Card 1:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Oubliette Card 2:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Location #6: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, Random undead monster
    Ossuary Card 1:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Ossuary Card 2:
    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.
    Ossuary Card 3:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Ossuary Card 4:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

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

    Ossuary Card 5:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Ossuary Card 6:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Ossuary Card 7:
    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+#.
    Ossuary Card 8:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 9:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Location #7: 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: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Gimry, None
    Repository Card 1 (Henchman Proxy A3):
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 2:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Repository Card 6:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
    Repository 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.
    Repository Card 8:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Repository Card 9:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Repository Card 10:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    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: 2 Sp: 0 Ar: 2 I: 2 Al: 6 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (The Publican):
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Cards Not In the Box Card 2 (The Queen Mother):
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Cards Not In the Box Card 3 (The Mute Hag):
    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.
    Cards Not In the Box Card 4 (The Eclipse):
    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.
    Cards Not In the Box Card 5 (The Carnival):
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 6 (Moon Maiden Armor):
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    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 (Limning Starknife):
    Limning Starknife
    CotCT
    Weapon 4
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    Respect
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.
    Cards Not In the Box Card 9 (Sklar-quah Thundercaller):
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Cards Not In the Box Card 10 (Lyrune-quah Moon Maiden):
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Cards Not In the Box Card 11 (Thundering Earthbreaker):
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cards Not In the Box Card 12 (Silver War Paint):
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 13 (Skoan-quah Boneslayer):
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.
    Cards Not In the Box Card 14 (Totem Klar):
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Cards Not In the Box Card 15 (Blue War Paint):
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 16 (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 17 (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.


  • Deckhandler

    Turn 10: Raheli/Norgorber's Shadow

    Explore Ossuary Card #1: Bearskin Armor. Will fail to acquire.

    I'm going to have to recharge the Blessing at the end of my turn anyway, so discard Blessing of Sivanah to explore Ossuary Card #2: Exploding Runes
    Arcane 11 to defeat Exploding Runes, recharging Cloak of Dagger to add d4 plus 2 and recharging Red War Paint to add d4 plus 4: 1d8 + 1 + 2 + 1d4 + 2 + 1d4 + 4 ⇒ (4) + 1 + 2 + (2) + 2 + (3) + 4 = 18 Defeated; banished

    Raheli gingerly steps over a corpse dressed in bearskins - ewwww - almost right on to some sort of arcane symbol. She bypasses it, glad to have a voided another trap.

    Reset hand and end turn.
    Bury random card from discards for Withering: 1d2 ⇒ 1
    Lyrune-quah Moon Maiden

    Raheli wrote:

    Hand: Frog, Gem of Physical Prowess, Blue War Paint (for Phoenix Staff), Blessing of Milani, Blessing of the Gods,

    Displayed: Flying Squirrel,
    Deck: 13 Discard: 1 Buried: 1
    "Current Location: Ossuary
    Hero Points Available/Used: 4/0"
    "NOTES:
    Available Support: All cards as needed. Bot me as needed.
    Other: Dice Re-Roll Used for 5C?: 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.
    [X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.


    Deck Handler

    Turn 11, The Gold-fisted
    Hour: When you acquire a boon, you may recharge a card.

    Stay at Cathedral

    Explore Cathedral #1 => Guardian Zombie

    Reveal Pillaging Mace, bury Iron Shackles to rage

    Combat 21: 1d12 + 2d8 + 9 ⇒ (9) + (4, 2) + 9 = 24 => defeated, Iron Shackles recharged

    Pillagin Mace, examine Cathedral #2 => Djinn
    ...draw Djinn

    Discard Djinn to examine Cathedral #3 => Manticore
    ...then explore

    BA random character (turn order): 1d5 ⇒ 3 => Enora

    Enora suffers 1d4+2 Ranged Combat damage (counting Deadly)

    Reveal Pillaging Mace, bury Balmberry_L

    Combat 15: 1d12 + 2d8 + 9 ⇒ (2) + (2, 5) + 9 = 18 => defeated, Balmberry_L recharged

    Pillagin Mace, examine Cathedral #4 => Henchman Proxy A4 (Zombie Minions)

    Display Moon Maiden Armor_L

    Brielle wins round 2 versus the Manticore, but not before it shoots some stingers at Enora.

    EoT, recharge Blessing of Shizuru

    Withering, bury Grappler's Mask from discards

    Cathedral cards 1-3 explored, card 4 examined, Enora suffers 1d4+2 damage

    Brielle wrote:

    Hand: Ausio Carowyn_L, Pillaging Mace, Blessing of the Father of Creation, Four-Mirror Armor, Ruan Mirukova_L, Blessing of Achaekek,

    Displayed: Moon Maiden Armor_L,
    Deck: 7 Discard: 5 Buried: 2
    "Hero Points: 5
    Tier: 5.0"
    "NOTES:
    Available Support: Blessings as needed (try to leave one to close Cathedral)
    Movement: If closed: TBD
    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.


    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.
    WITHERING:
    At the end of your turn, bury a random card from your discards.
    UNHALLOWED:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY:
    When you suffer damage, it is increased by 1.

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.

    Story Banes
    Danger: Elemental, Mysterious Relic, Wight, Wraith Roll 1d4
    Villain: Lich (Bishop Zev Ravenka)
    Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Additional Rules: Story Bane Details:

    Elemental (Danger):

    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.

    Mysterious Relic (Danger):

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Wight (Danger):

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith (Danger):

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Lich (Villain):

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

    Mummy (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    Zombie Minions (Closing henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 12, Enora/Gimry

    Random Cards:

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

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

    Spoiler:
    Dandasuka
    CotCT
    Monster 3
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 11
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
    After the roll, if the check was not blessed, reroll 1 die showing the highest value.

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

    Spoiler:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

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

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

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

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

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

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

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

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

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

    Spoiler:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

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


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

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


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

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


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

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


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

    Spoiler:
    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.

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

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

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

    Items
    Spoiler:
    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:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

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

    Spoiler:
    The 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.

    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: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Quinn/JohnF:
    Spoiler:
    Hourglass Card 1 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 2 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Koren/MauveAvengr
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Hourglass Card 3 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 3 Raheli/Chthonicthul
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 4 Brielle/Shnik:
    Spoiler:
    Hourglass Card 4 Brielle/Shnik
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 5 Enora/Gimry:
    Spoiler:
    Hourglass Card 5 Enora/Gimry
    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 Quinn/JohnF:
    Spoiler:
    Hourglass Card 6 Quinn/JohnF
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 7 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 8 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 8 Raheli/Chthonicthul
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 9 Brielle/Shnik:
    Spoiler:
    Hourglass Card 9 Brielle/Shnik
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 10 Enora/Gimry:
    Spoiler:
    Hourglass Card 10 Enora/Gimry
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 11 Quinn/JohnF:
    Spoiler:
    Hourglass Card 11 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 12 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Koren/MauveAvengr
    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 13 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 13 Raheli/Chthonicthul
    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 Brielle/Shnik:
    Spoiler:
    Hourglass Card 14 Brielle/Shnik
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 15 Enora/Gimry:
    Spoiler:
    Hourglass Card 15 Enora/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 16 Quinn/JohnF:
    Spoiler:
    Hourglass Card 16 Quinn/JohnF
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 18 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 18 Raheli/Chthonicthul
    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.

    Location #1: Base
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None

    Base Card 1:
    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.
    Base Card 2:
    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.
    Base Card 3:
    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.
    Base Card 4:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 5:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 6:
    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.
    Base Card 7:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 8:
    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.
    Base Card 9:
    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.
    Base Card 10:
    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.
    Base Card 11:
    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.

    Location #2: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Brielle/Shnik, Manticore
    Cathedral Card 1 (Henchman Proxy A4):
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Cathedral Card 2:
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Cathedral Card 3:
    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.
    Cathedral Card 4:
    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.
    Cathedral Card 5:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Cathedral Card 6:
    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.

    Location #3: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 7:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Crypt Card 8:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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

    Crypt Card 9:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 10:
    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.

    Location #4: 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: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine Card 1:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Shrine Card 2:
    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.
    Shrine Card 3:
    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.
    Shrine Card 4:
    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.
    Shrine Card 5:
    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.
    Shrine Card 6:
    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.
    Shrine Card 7:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Shrine Card 8:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Shrine Card 9:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Shrine Card 10:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Location #5: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr,
    Oubliette Card 1:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Oubliette Card 2:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Location #6: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, Random undead monster
    Ossuary Card 1:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Ossuary Card 2:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

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

    Ossuary Card 3:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Ossuary Card 4:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Ossuary Card 5:
    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+#.
    Ossuary Card 6:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 7:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Location #7: 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: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Gimry, None
    Repository Card 1 (Henchman Proxy A3):
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 2:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Repository Card 6:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
    Repository 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.
    Repository Card 8:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Repository Card 9:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Repository Card 10:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    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: 2 Sp: 0 Ar: 2 I: 2 Al: 6 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (The Publican):
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Cards Not In the Box Card 2 (The Queen Mother):
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Cards Not In the Box Card 3 (The Mute Hag):
    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.
    Cards Not In the Box Card 4 (The Eclipse):
    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.
    Cards Not In the Box Card 5 (The Carnival):
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 6 (Moon Maiden Armor):
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    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 (Limning Starknife):
    Limning Starknife
    CotCT
    Weapon 4
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    Respect
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.
    Cards Not In the Box Card 9 (Sklar-quah Thundercaller):
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Cards Not In the Box Card 10 (Lyrune-quah Moon Maiden):
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Cards Not In the Box Card 11 (Thundering Earthbreaker):
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cards Not In the Box Card 12 (Silver War Paint):
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 13 (Skoan-quah Boneslayer):
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.
    Cards Not In the Box Card 14 (Totem Klar):
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Cards Not In the Box Card 15 (Blue War Paint):
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 16 (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 17 (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.


  • ========================
    Enora starts her turn.
    Hour: The All-seeing Eye
    Hour Power:When you would examine the top card of a location, you may examine the top 2 cards instead.
    Location: Repository
    Location Power: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    Scenario Powers:
    When you move to or from the Base without playing a boon to move, bury a boon.
    At the end of your turn, recharge a random blessing or a random Divine spell.
    BESIEGED: After you move, suffer 1 Ranged Combat damage.
    WITHERING: At the end of your turn, bury a random card from your discards.
    UNHALLOWED: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY: When you suffer damage, it is increased by 1.

    Maticore Attack: 1d4 + 2 ⇒ (1) + 2 = 3
    Discard - Fire Snake, Korvosan House Drake, Chronicler as damage

    Going to go ahead and cast Create Mindscape to heal a spell
    Recharge 1-F&I, 2-CL, 3-FS: 1d3 ⇒ 2

    End Turn. Can't take the henchman fight/close in this state.

    Withering: 1d4 ⇒ 4
    Bury Chronicler

    "

    Enora wrote:

    Hand: Enervation, Binder's Tome, Codex, Sage's Journal, Salvator Scream, Blessing of the Spellbound,

    Displayed: Create Mindscape,
    Deck: 7 Discard: 3 Buried: 3
    Current Location: Repository
    Hero Points: 4
    NOTES:
    Other: Paizo reroll used for scenario CoCT-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Rakshasa, Bestiary of Garund, Frost Ray
    Recharged: Channel the Gift, The Mute Hag, Fly, Chain Lightning,
    Discard Pile: Ice and Fire, Fire Snake, Korvosan House Drake,
    Buried Pile: Blessing of Qi Zhong, Gem of Mental Acuity, Chronicler,

    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) (☑ or reveal a card that has the Book 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: Examine top card of location - Henchman Proxy A - Zombie Minions

    Start of turn: Reveal HH to examine top of deck - M/W tools. Recharge.

    Start of turn: Exchange Safe Haven (hand) with The Eclipse (kit)

    Explore, encountering Zombie Minions.

    Combat check 1: Reveal Blackjack's Rapier; reload Helpful Haversack to use Knowledge+2.
    combat 9: 1d10 + 6 + 2 + 1d6 + 2 ⇒ (5) + 6 + 2 + (5) + 2 = 20
    Combat check 2: Reveal Blackjack's Rapier; reload Blackjack's Gear to use Knowledge+4.
    combat 11+#=16: 1d10 + 6 + 4 + 1d6 + 4 ⇒ (9) + 6 + 4 + (5) + 4 = 28 Defeated.

    Closing Check.
    Recharge Gem of Mental Acuity to use Intelligence die; discard/bury The Eclipse to bless; ask Koren for 1d6+1
    Con/Fort 5+#=10: 2d10 + 1d6 + 1 ⇒ (1, 5) + (6) + 1 = 13 Oubliette is closed.

    Koren and Quinn must move.

    Quinn will let Koren pick the location and move first, then follow him.
    Koren will be able to recharge his armor to take care of the two points of damage incurred by moving either for himself or for Quinn (the damage is taken after moving, so is local at the destination location). Koren can decide who gets the benefit; if it's not Quinn he'll discard his Sage's Journal (1d10+6 to a local check against a bane) and his Sai.

    Quinn will then end his turn.
    He'll examine the top card of his new location - if it's something he doesn't want to deal with he'll be able to ignore the 'when examined' effects by reloading Blackjack's Rapier.

    Quinn doesn't have anything in his discards, and no blessings or spells in his hand, so none of the scenario-specific powers (or the fact he played his Harrow, and also used Koren's power) have any effect.

    I'll post a hand update after we know where Quinn and Koren move to, and whether or not Quinn took any damage.


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

    Koren had two armors in his hand, so was able to take care of both his and Quinn's damage.

    We both moved to the Shrine.

    Top card of the Shrine is The Empty Throne (Blessing 1).

    Quinn wrote:

    Hand: Adamantine Sai +2, Blackjack's Rapier, Blackjack's Gear, Helpful Haversack (Core), Sage's Journal (Core), Eagle, Monkey,

    Displayed:
    Deck: 12 Discard: 0 Buried: 2
    Current Location: Shrine
    Hero Points: 4
    Reroll Used: Y
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 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): Blessing of Kofusachi, Blackjack's Daggers, Shy Ratani, Pole, Cloak of Daggers
    Recharged: Boots of Alacrity, Magic Leather Armor (Core), Salvator Scream, Blessing of the Quartermaster, Investigator's Lamp, Masterwork Tools, Gem of Mental Acuity,
    Discard Pile:
    Buried Pile: Quartermaster, The Eclipse,

    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.
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.


    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.
    WITHERING:
    At the end of your turn, bury a random card from your discards.
    UNHALLOWED:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY:
    When you suffer damage, it is increased by 1.

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.

    Story Banes
    Danger: Elemental, Mysterious Relic, Wight, Wraith Roll 1d4
    Villain: Lich (Bishop Zev Ravenka)
    Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Additional Rules: Story Bane Details:

    Elemental (Danger):

    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.

    Mysterious Relic (Danger):

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Wight (Danger):

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith (Danger):

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Lich (Villain):

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

    Mummy (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    Zombie Minions (Closing henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 14, Koren/MauveAvengr

    Random Cards:

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

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

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


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

    Spoiler:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

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

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

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

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

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

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

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

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

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

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

    Spells
    Spoiler:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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

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


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

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


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

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

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

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

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

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

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

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


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

    Allies
    Spoiler:
    Zellara
    CotCT
    Ally 5
    Traits:
    Ghost
    Harrow
    Medium
    Undead
    To Acquire:
    Wisdom
    Divine 12
    OR Bury A Harrow
    Card 0
    Display. While displayed:
    * Harrow boons may be recharged instead of discarded.
    * You may ignore powers that happen when you examine cards.
    * At the end of the turn, bury.
    Bury to explore; you may recharge a Harrow boon to reload instead.

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

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

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

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

    Blessings
    Spoiler:
    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.

    Spoiler:
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    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:
    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.

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

    Hour Power: When at least 3 types of boon are played on any check, a character may draw a card.

    Current Hour:

    The Dance:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 1 Raheli/Chthonicthul
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
    Hourglass Card 2 Brielle/Shnik:
    Spoiler:
    Hourglass Card 2 Brielle/Shnik
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 3 Enora/Gimry:
    Spoiler:
    Hourglass Card 3 Enora/Gimry
    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 4 Quinn/JohnF:
    Spoiler:
    Hourglass Card 4 Quinn/JohnF
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 5 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 5 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 6 Raheli/Chthonicthul
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 7 Brielle/Shnik:
    Spoiler:
    Hourglass Card 7 Brielle/Shnik
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 8 Enora/Gimry:
    Spoiler:
    Hourglass Card 8 Enora/Gimry
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 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
    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 11 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 11 Raheli/Chthonicthul
    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 12 Brielle/Shnik:
    Spoiler:
    Hourglass Card 12 Brielle/Shnik
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Enora/Gimry:
    Spoiler:
    Hourglass Card 13 Enora/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Quinn/JohnF:
    Spoiler:
    Hourglass Card 14 Quinn/JohnF
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 15 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 15 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 16 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 16 Raheli/Chthonicthul
    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.

    Location #1: Base
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None

    Base Card 1:
    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.
    Base Card 2:
    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.
    Base Card 3:
    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.
    Base Card 4:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 5:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 6:
    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.
    Base Card 7:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 8:
    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.
    Base Card 9:
    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.
    Base Card 10:
    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.
    Base Card 11:
    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.

    Location #2: Cathedral
    Sacred
    Urban
    At This Location: When you defeat a monster, heal a blessing.
    When Closing: Bury a blessing.
    When Permanently Closed: You may heal a blessing.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Brielle/Shnik, Manticore
    Cathedral Card 1 (Henchman Proxy A4):
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Cathedral Card 2:
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Cathedral Card 3:
    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.
    Cathedral Card 4:
    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.
    Cathedral Card 5:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
    Cathedral Card 6:
    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.

    Location #3: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 7:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Crypt Card 8:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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

    Crypt Card 9:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 10:
    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.

    Location #4: 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: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr, The Empty Throne
    Shrine Card 1 (The Empty Throne):
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Shrine Card 2:
    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.
    Shrine Card 3:
    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.
    Shrine Card 4:
    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.
    Shrine Card 5:
    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.
    Shrine Card 6:
    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.
    Shrine Card 7:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Shrine Card 8:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Shrine Card 9:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Shrine Card 10:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Location #6: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, Random undead monster
    Ossuary Card 1:
    Kazavon's Iron Golem
    CotCT
    Monster 5
    Traits:
    Construct
    Golem
    Veteran
    To Defeat:
    Combat 19+#
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Ossuary Card 2:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

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

    Ossuary Card 3:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Ossuary Card 4:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Ossuary Card 5:
    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+#.
    Ossuary Card 6:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 7:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Location #7: 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: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Gimry, None
    Repository Card 1 (Henchman Proxy A3):
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 2:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Repository Card 6:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
    Repository 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.
    Repository Card 8:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Repository Card 9:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Repository Card 10:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    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: 2 Sp: 0 Ar: 2 I: 2 Al: 6 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (The Publican):
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Cards Not In the Box Card 2 (The Queen Mother):
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Cards Not In the Box Card 3 (The Mute Hag):
    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.
    Cards Not In the Box Card 4 (The Eclipse):
    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.
    Cards Not In the Box Card 5 (The Carnival):
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 6 (Moon Maiden Armor):
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    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 (Limning Starknife):
    Limning Starknife
    CotCT
    Weapon 4
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    Respect
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.
    Cards Not In the Box Card 9 (Sklar-quah Thundercaller):
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Cards Not In the Box Card 10 (Lyrune-quah Moon Maiden):
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Cards Not In the Box Card 11 (Thundering Earthbreaker):
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cards Not In the Box Card 12 (Silver War Paint):
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 13 (Skoan-quah Boneslayer):
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.
    Cards Not In the Box Card 14 (Totem Klar):
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Cards Not In the Box Card 15 (Blue War Paint):
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 16 (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 17 (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.


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

    Turn Order: Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Koren - MauveAvengr, Raheli - Chthonicthul
    Out of Turn Updates: Use power once for Quinn. Discard Grappler's Mask. Move to Shrine. Reveal Totem Klar to reduce Ranged Combat damage by 2. Recharge Tooled Crocodile Skin to reduce damage to Quinn by 2.

    Turn: Turn 14 - The Dance

    The Dance:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.

    Hour Power: When at least 3 types of boon are played on any check, a character may draw a card.

    SOT: N/a

    Move: Stay at Shrine

    Explore: The Empty Throne

    The Empty Throne:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

    Divine 4+5=9: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12

    Acquired. Discard to explore.

    Explore 2: Madness Mist Trap

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

    Recharge Thundering Earthbreaker to add 1d12 to check since it has the Lock trait.

    Fortitude 10: 1d6 + 2 + 1d12 ⇒ (5) + 2 + (6) = 13

    Defeated. Draw new spell. Draw Aid.

    Aid:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    End Turn: Reset Hand. Recharge Aid due to EOT scenario power. Bury the discarded Grappler's Mask due to Withering.

    Recovery: N/a

    [u]Summary[/u]:
    Move: Shrine
    Acquired: Shrine Card 1: The Empty Throne
    Banished: Shrine Card 2: Madness Mist Trap
    Examined: N/a
    Random Card(s) Used: Random Spell 1: Aid
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): N/a

    Koren wrote:

    Hand: Tripartite Spear +2, Dwarven Earthbreaker +1, Fortified Shell Armor, Totem Klar, Blessing of Tsukiyo,

    Displayed:
    Deck: 14 Discard: 1 Buried: 4
    Current Location: Shrine
    Hero Points: 6
    Paizo Reroll: 4D - 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)
    If bane is displayed next to you (local only) -> can display it next to Koren instead
    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): Refuge, Blessing of the Father of Creation, Blessing of Cayden Cailean, Blessing of Shizuru, The Empty Throne, Gem of Physical Prowess
    Recharged: Spiked Plate, Blessing of Iomedae, Cure, Tooled Crocodile Skin, Thundering Earthbreaker, Aid,
    Discard Pile: Strength,
    Buried Pile: Blessing of Angradd, The Uprising, The Carnival (Harrow), Grappler's Mask,

    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

    Turn 15: Raheli/The Theater

    At start of turn, examine top card of location: Kazavon's Iron Golem. Raheli may encounter it, so she does.
    Combat 24 to defeat Kazavon's Iron Golem, recharging Blessing of the Gods to use Dexterity plus 2d8 for character power and recharging Blue War Paint to add d4 plus 4: 1d10 + 4 + 3 + 2d8 + 1d4 + 4 ⇒ (7) + 4 + 3 + (3, 3) + (2) + 4 = 26 Defeated and banished. Those loot Items have already been quite handy!

    Explore Ossuary Card #2 for free explore: Scrying. Arcane 14 is going to be hard with the Blessing penalty at this location.
    Arcane 14 to acquire Scrying, recharging Gem of Physical Prowess to use Dexterity and discarding Blessing of Milani to add d4: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6 Ah, well, then. Failure; banished

    Raheli continues to prowl around the boneyard, picking at what she can find and wondering where the others are. When a huge metal plinth, shaped in the likeness of a huge warrior, comes to life and becomes a huge metal warrior, it looks grim. The poor witch flees as quickly as she can, hopping over rocks and bones to get out of the way of the smashing mace the thing carries. She gets far enough away from it that she is able to hide behind a rocky outcropping, and she extends her hair and grabs a tree root opposite just as the golem comes by. It trips, flying over the side of a small cliff into a conveniently-placed digsite. It smashes to pieces as it hits the pile of rocks below. Improbable, but effective!

    Afterwards, the witch tries to coax Ratatosk into telling her a spell that would allow her to see what is ahead, but the flying squirrel petulantly turns away and eats a walnut.

    Reset hand and end turn.

    Raheli wrote:

    Hand: Frog, Fox, Spellbottle, Red War Paint (for Cockroach Coat), Silver War Paint (for Hypnotist's Locket),

    Displayed: Flying Squirrel,
    Deck: 12 Discard: 2 Buried: 1
    "Current Location: Ossuary
    Hero Points Available/Used: 4/0"
    "NOTES:
    Available Support: All cards as needed. Bot me as needed.
    Other: Dice Re-Roll Used for 5C?: 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.
    [X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.


    Deck Handler

    Turn 16, The Survivor
    Hour: At the start of your turn, you may recharge any number of cards then reset.

    SoT, recharge Four-Mirror Armor, reset with Dwarven Earthbreaker +1

    Explore, don't use free Explore

    Discard Blessing of the Father of Creation to explore Cathedral #1 => Henchman Proxy A4 (Zombie Minions)

    Reveal Pillaging Mace

    Combat 9: 3d8 + 7 ⇒ (2, 7, 1) + 7 = 17 => passed

    Reveal Dwarven Earthbreaker +1, recharge Ruan Mirukova_L, bury Ausio Carowyn_L to rage

    Combat 16: 1d12 + 2d8 + 2d6 + 1d4 + 9 ⇒ (2) + (1, 7) + (1, 2) + (1) + 9 = 23 => defeated, Ausio Carowyn_L recharged

    Ruan Mirukova, heal a card => Shock Glaive +1

    Monster defeated, heal a blessing => Blessing of the Father of Creation

    Pillaging Mace, examine Cathedral #2 => Lamashtu's Madness
    ...draw Lamashtu's Madness

    Closing time, bury Lamashtu's Madness_B

    Cathedral closed!

    WPC, no effect

    Move to Crypt

    Besieged & Deadly, suffer 2 Ranged Combat damage => draw Moon Maiden Armor_L to reduce by 2

    Display Moon Maiden Armor_L

    EoT, recharge Blessing of Achaekek

    Withering, bury random discard => Legionnaire Chaplain

    Cathedral closed

    Brielle wrote:

    Hand: Balmberry_L, Pillaging Mace, Shock Glaive +1, Dwarven Earthbreaker +1, Four-Mirror Armor, Blessing of Abadar,

    Displayed: Moon Maiden Armor_L,
    Deck: 8 Discard: 3 Buried: 4
    "Hero Points: 5
    Tier: 5.0"
    "NOTES:
    Available Support: Blessings as needed
    Movement: If closed: TBD
    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.


    Raheli needs to process Withering and the scenario power (recharge a random blessing or a random Divine spell) at the end of their turn.

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

    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.
    WITHERING:
    At the end of your turn, bury a random card from your discards.
    UNHALLOWED:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY:
    When you suffer damage, it is increased by 1.

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • At the end of your turn, recharge a random blessing or a random Divine spell.

    Story Banes
    Danger: Elemental, Mysterious Relic, Wight, Wraith Roll 1d4
    Villain: Lich (Bishop Zev Ravenka)
    Closing Henchmen: Mummy, Zombie Minions - Proxy A

    Additional Rules: Story Bane Details:

    Elemental (Danger):

    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.

    Mysterious Relic (Danger):

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Wight (Danger):

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith (Danger):

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Lich (Villain):

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

    Mummy (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Mummy Undead Veteran
    To Defeat: Combat 14+##
    Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

    Zombie Minions (Closing henchman - Proxy A):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 17, Enora/Gimry

    Random Cards:

    Monsters
    Spoiler:
    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.

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

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

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

    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.

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

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

    Spoiler:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

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

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

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

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

    Spoiler:
    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.

    Spells
    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

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

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


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

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


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

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


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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

    Spoiler:
    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:
    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:
    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.

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Quinn/JohnF:
    Spoiler:
    Hourglass Card 1 Quinn/JohnF
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 2 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Koren/MauveAvengr
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 3 Raheli/Chthonicthul
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 4 Brielle/Shnik:
    Spoiler:
    Hourglass Card 4 Brielle/Shnik
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 5 Enora/Gimry:
    Spoiler:
    Hourglass Card 5 Enora/Gimry
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 6 Quinn/JohnF:
    Spoiler:
    Hourglass Card 6 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 7 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Koren/MauveAvengr
    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 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 8 Raheli/Chthonicthul
    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 9 Brielle/Shnik:
    Spoiler:
    Hourglass Card 9 Brielle/Shnik
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Enora/Gimry:
    Spoiler:
    Hourglass Card 10 Enora/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 11 Quinn/JohnF:
    Spoiler:
    Hourglass Card 11 Quinn/JohnF
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Koren/MauveAvengr
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 13 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 13 Raheli/Chthonicthul
    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.

    Location #1: Base
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 11
    Located/Displayed Here: None

    Base Card 1:
    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.
    Base Card 2:
    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.
    Base Card 3:
    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.
    Base Card 4:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
    Base Card 5:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 6:
    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.
    Base Card 7:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 8:
    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.
    Base Card 9:
    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.
    Base Card 10:
    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.
    Base Card 11:
    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.

    Location #3: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Brielle/Shnik, None
    Crypt Card 1:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 7:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Crypt Card 8:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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

    Crypt Card 9:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Crypt Card 10:
    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.

    Location #4: 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: Quinn/JohnF, Koren/MauveAvengr, The Empty Throne
    Shrine Card 1:
    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.
    Shrine Card 2:
    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.
    Shrine Card 3:
    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.
    Shrine Card 4:
    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.
    Shrine Card 5:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Shrine Card 6:
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Shrine Card 7:
    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.
    Shrine Card 8:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Location #6: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, Random undead monster
    Ossuary Card 1:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Ossuary Card 2:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Ossuary 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+#.
    Ossuary Card 4:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Ossuary Card 5:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Location #7: 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: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Gimry, None
    Repository Card 1 (Henchman Proxy A3):
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 2:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Repository Card 6:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
    Repository 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.
    Repository Card 8:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Repository Card 9:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Repository Card 10:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    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: 2 Sp: 0 Ar: 2 I: 2 Al: 6 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (The Publican):
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Cards Not In the Box Card 2 (The Queen Mother):
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Cards Not In the Box Card 3 (The Mute Hag):
    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.
    Cards Not In the Box Card 4 (The Eclipse):
    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.
    Cards Not In the Box Card 5 (The Carnival):
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 6 (Moon Maiden Armor):
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    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 (Limning Starknife):
    Limning Starknife
    CotCT
    Weapon 4
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    Respect
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.
    Cards Not In the Box Card 9 (Sklar-quah Thundercaller):
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Cards Not In the Box Card 10 (Lyrune-quah Moon Maiden):
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Cards Not In the Box Card 11 (Thundering Earthbreaker):
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cards Not In the Box Card 12 (Silver War Paint):
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 13 (Skoan-quah Boneslayer):
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.
    Cards Not In the Box Card 14 (Totem Klar):
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Cards Not In the Box Card 15 (Blue War Paint):
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 16 (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 17 (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.


  • "========================
    Enora starts her turn.
    Hour: Sands of the Hour
    Hour Power:No effect.
    Location: Repository
    Location Power: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    Scenario Powers:
    When you move to or from the Base without playing a boon to move, bury a boon.
    At the end of your turn, recharge a random blessing or a random Divine spell.
    BESIEGED: After you move, suffer 1 Ranged Combat damage.
    WITHERING: At the end of your turn, bury a random card from your discards.
    UNHALLOWED: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    DEADLY: When you suffer damage, it is increased by 1.
    "

    After recovering from the Manticore, I'm ready to find that zombie that was patrolling around.

    Story Bane:

    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Combat(Arcane) 9: 1d10 + 4 + 2d6 + 1 + 1d4 + 1d4 ⇒ (9) + 4 + (1, 6) + 1 + (4) + (3) = 28

    Roll Details:

    Combat - 1d10+4
    Frost Touch - 2d6+1
    Create Mindscape - 1d4
    Sages Journal - 1d4

    Reveal Binders Tome to activate Frost Touch
    Recharge 1-I&F, 2-FS: 1d2 ⇒ 2
    Playing a Spell allows me to recharge Fire Snake

    Combat(Arcane) 16(11+5): 1d10 + 4 + 2d6 + 1 + 1d4 + 1d4 ⇒ (6) + 4 + (5, 5) + 1 + (1) + (2) = 24

    Roll Details:

    Combat - 1d10+4
    Frost Touch - 2d6+1
    Create Mindscape - 1d4
    Sages Journal - 1d4

    Reveal Binders Tome to activate Frost Touch
    Playing a Spell allows me to recharge Ice & Fire

    The ice flows from hand through the undead shattering it into pieces.

    Steal Soul:

    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

    Arcane 12: 1d10 + 4 + 1d4 + 1d8 + 1 ⇒ (1) + 4 + (4) + (8) + 1 = 18

    Roll Details:

    Arcane - 1d10+4
    Create Mindscape - 1d4
    Acquire Power - 1d8
    Codex - 1

    Recharge Enervation to activate Acquire Magic Boon Power

    As I leave the Repository after taking care of the guardian, I spy a scroll on the wall. Sensing it's magic, I take it with me.

    WPC Recharge: 1d4 ⇒ 2
    Recharge Salvatore Scream and Codex

    Move to Crypt
    Discard Binders Tome and Sages Journal to damage

    Enora ends her turn.

    Scenario End of Turn: I'm going to recharge my Spellbound as opposed to Steal Soul
    Withering: 1d3 ⇒ 3 =>Sage's Journal

    Enora attempts to recover all cards in her Recovery pile.
    Create Mindscape: Arcane 11: 1d10 + 4 ⇒ (2) + 4 = 6 -> Create Mindscape discarded.

    Enora resets her hand.
    "

    Enora wrote:

    Hand: Steal Soul, Frost Ray, Channel the Gift, Bestiary of Garund, The Mute Hag, The Rakshasa,

    Displayed:
    Deck: 8 Discard: 3 Buried: 4
    Current Location: Crypt
    Hero Points: 4
    NOTES:
    Other: Paizo reroll used for scenario CoCT-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Fly, Chain Lightning, Fire Snake, Ice and Fire, Enervation, Salvator Scream, Codex, Blessing of the Spellbound,
    Discard Pile: Korvosan House Drake, Binder's Tome, Create Mindscape,
    Buried Pile: Blessing of Qi Zhong, Gem of Mental Acuity, Chronicler, Sage's Journal,

    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) (☑ or reveal a card that has the Book 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.

    "

    End of Turn Summary:
    Closed Repository and moved to the Crypt.
    Acquired Random Spell #1


    Deckhandler

    Amended Raheli hand; forgot Withering
    Discarded card buried: 1d2 ⇒ 1 Blessing of Sivanah

    Raheli wrote:

    Hand: Frog, Fox, Spellbottle, Red War Paint (for Cockroach Coat), Silver War Paint (for Hypnotist's Locket),

    Displayed: Flying Squirrel,
    Deck: 12 Discard: 1 Buried: 2
    "Current Location: Ossuary
    Hero Points Available/Used: 4/0"
    "NOTES:
    Available Support: All cards as needed. Bot me as needed.
    Other: Dice Re-Roll Used for 5C?: 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.
    [X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.


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

    The hour is Pharasma's Knowing - On your check against an Undead card, add 1d6.

    Start of turn: examine top card of location - Volcanic Storm (Spell 3)

    Start of turn: reveal HH to examine top of deck - Cloak of Daggers. Reload.

    Explore, encountering Volcanic Storm.

    It's only a Spell 3, but Quinn might as well roll for it ...
    Intelligence 11: 1d10 + 4 ⇒ (7) + 4 = 11 Acquired.

    Discard Monkey to explore again, encountering Orison.
    Wisdom 2: 1d8 ⇒ 3 Acquired.

    Use it or lose it, so ..
    Discard Orison to explore again, encountering Ghastly Runes
    Quinn does have perception, so the difficulty is increased.

    Bury Item/Reload Blackjack's Gear to add perception; ask Koren for assistance.
    Disable 6+#+#=16: 1d10 + 5 + 1d8 + 2 + 1d6 + 1 ⇒ (6) + 5 + (1) + 2 + (6) + 1 = 21 Defeated.
    Recharge random card from discards (top=1) 1d2 ⇒ 1 - Orison.

    Reload Eagle to examine top card of Crypt - Basilisk

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

    End turn.

    End of Turn (Scenario): recharge Volcanic Storm.

    End of turn (Withering): bury Monkey.

    End of turn: examine top card of location - Master of Masters

    Reset, drawing Eagle, Blackjack's Gear, and Cloak of Daggers.

    Quinn wrote:

    Hand: Adamantine Sai +2, Blackjack's Rapier, Blackjack's Gear, Helpful Haversack (Core), Sage's Journal (Core), Cloak of Daggers, Eagle,

    Displayed:
    Deck: 13 Discard: 0 Buried: 3
    Current Location: Shrine
    Hero Points: 4
    Reroll Used: Y
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 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 Daggers, Pole, Blessing of Kofusachi, Shy Ratani
    Recharged: Boots of Alacrity, Magic Leather Armor (Core), Salvator Scream, Blessing of the Quartermaster, Investigator's Lamp, Masterwork Tools, Gem of Mental Acuity, Orison, Volcanic Storm,
    Discard Pile:
    Buried Pile: Quartermaster, The Eclipse, Monkey,

    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.
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.

    Turn summary:
    Top 3 cards of Shrine dealt with.
    New top card of Shrine known to be Master of Masters
    Top card of Crypt known to be Basilisk

    Used Koren's power once.


    Sensing the incoming Basilisk, I quickly prepare my Fire Snake.

    Cast Channel the Gift to pull Fire Snake from my deck.
    Casting Channel the Gift allows me to recharge Create Mindscape

    End of Quinn's turn.

    Enora attempts to recover all cards in her Recovery pile.
    Channel the Gift: Arcane 9: 1d10 + 4 ⇒ (10) + 4 = 14 -> Channel the Gift recharged.

    Updated hand.

    Enora wrote:

    Hand: Steal Soul, Frost Ray, Fire Snake, Bestiary of Garund, The Mute Hag, The Rakshasa,

    Displayed:
    Deck: 9 Discard: 2 Buried: 4
    Current Location: Crypt
    Hero Points: 4
    NOTES:
    Other: Paizo reroll used for scenario CoCT-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fly, Enervation, Ice and Fire, Chain Lightning, Salvator Scream, Codex, Blessing of the Spellbound
    Recharged: Create Mindscape, Channel the Gift,
    Discard Pile: Korvosan House Drake, Binder's Tome,
    Buried Pile: Blessing of Qi Zhong, Gem of Mental Acuity, Chronicler, Sage's Journal,

    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) (☑ or reveal a card that has the Book 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

    Turn Order: Brielle - Shnik, Enora - Gimry, Quinn - JohnF, Koren - MauveAvengr, Raheli - Chthonicthul
    Out of Turn Updates: Use power once for Quinn. Blessing of Cayden Cailean so recharged instead.

    Turn: Turn 19 - Incitation

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

    Hour Power: No effect

    SOT: N/a

    Move: Stay at Shrine

    Explore: Master of Masters

    Master of Masters:
    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.

    Divine 8: 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15

    Acquired. Discard to explore again.

    Explore 2: Manananggal

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

    Hour is not Harrow, summon and encounter an ally with Diplomacy in its check to acquire. Summon Lyrune-quah Truthspeaker

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

    Discard Bury Blessing of Tsukiyo to bless check.

    Divine 12: 2d8 + 5 + 2 ⇒ (2, 6) + 5 + 2 = 15

    Acquired. Manananggal is defeated. Discard Lyrune-quah Truthspeaker to explore again.

    Explore 3: Lich

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

    Found the Villain. Brielle, Raheli, and Enora can attempt to guard. Will put combat in spoiler.

    Lich Combat:

    BYA Divine 4+5=9: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10

    For first combat, reveal and discard Tripartite Spear +2 to do Melee+1d8+2+1d8

    Combat 12+5+5=22: 1d8 + 4 + 1d8 + 2 + 1d8 ⇒ (8) + 4 + (7) + 2 + (7) = 28

    For second combat, reveal and discard Dwarven Earthbreaker +1 to do Melee+2d6+1+1d6. Recharge Totem Klar to add 1d6+1

    Combat 11+5+5=21: 1d8 + 4 + 2d6 + 1 + 1d6 + 1d6 + 1 ⇒ (1) + 4 + (2, 3) + 1 + (6) + (1) + 1 = 19 Use Paizo reroll on the d8
    Combat 21 w/ Paizo reroll: 1d8 + 4 + 2 + 3 + 1 + 6 + 1 + 1 ⇒ (2) + 4 + 2 + 3 + 1 + 6 + 1 + 1 = 20 Use Hero Point to reroll
    Combat 21 w/ Hero Point reroll: 1d8 + 4 + 2d6 + 1 + 1d6 + 1d6 + 1 ⇒ (8) + 4 + (6, 3) + 1 + (4) + (1) + 1 = 28

    Lich is defeated. May or may not escape depending on guard attempts.

    End Turn: Reset Hand. No blessing or Divine card so do not do EOT recharge.. Bury the discarded Lyrune-quah Truthspeaker due to Withering.

    Recovery: N/a

    [u]Summary[/u]:
    Move: Shrine
    Acquired: Shrine Card 4: Master of Masters
    Banished: Shrine Card 5: Manananggal
    Examined: N/a
    Random Card(s) Used: Random Ally 2: Lyrune-quah Truthspeaker
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): Brielle, Raheli, and Enora can attempt to guard location.

    Koren wrote:

    Hand: Fortified Shell Armor, Gem of Physical Prowess, Blessing of the Father of Creation, Blessing of Shizuru, The Empty Throne,

    Displayed:
    Deck: 11 Discard: 4 Buried: 6
    Current Location: Shrine
    Hero Points: 5
    Paizo Reroll: 4D - 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)
    If bane is displayed next to you (local only) -> can display it next to Koren instead
    Blessings
    Other: Hi I'm Koren! Please bot me if I need to Guard my location!

    Deck, Discard, Buried

    Spoiler:

    Reloaded:
    Middle of Deck (Unknown Order): Refuge
    Recharged: Spiked Plate, Blessing of Iomedae, Cure, Tooled Crocodile Skin, Thundering Earthbreaker, Aid, Blessing of Cayden Cailean, Totem Klar,
    Discard Pile: Strength, Master of Masters, Dwarven Earthbreaker +1, Tripartite Spear +2,
    Buried Pile: Blessing of Angradd, The Uprising, The Carnival (Harrow), Grappler's Mask, Blessing of Tsukiyo, Lyrune-quah Truthspeaker,

    Skills and Powers
    Spoiler:
    SKILLS
    Strength d8 ☑ +1 ☑ +2 [ooc]☐ +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 guard check
    Must encounter and defeat Ancient Skeleton
    Before acting, recharge Spellbottle to avoid Combat damage
    Combat 21 to defeat Ancient Skeleton, recharging Fox to use Dexterity plus 2d8 and add the Bludgeoning trait - which subtracts difficulty by four, and recharging silver War Paint to add d4 plus 4: 1d10 + 4 + 2d8 + 1d4 + 4 ⇒ (6) + 4 + (6, 3) + (3) + 4 = 26 Defeated; Ossuary Guarded


    Arcane 10(5+5): 1d10 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8

    Roll Details:

    Arcane - 1d10+4
    Adventure Power - 1d4

    Use Fire Snake to use Arcane for the Wisdom Check

    Reroll d10

    Arcane 10(5+5): 1d10 + 4 + 3 ⇒ (4) + 4 + 3 = 11

    Crypt is Guarded

    Enora attempts to recover all cards in her Recovery pile.
    Fire Snake: Arcane 8: 1d10 + 4 ⇒ (6) + 4 = 10 -> Fire Snake recharged.


    Victory!

    Scenario Reward (if not replaying):

  • A character gets the Loot spell Sadomasochism.
  • In other scenarios in this adventure, if more than half of the characters have this reward, do not add the wildcard Unhallowed.
  • 1 XP, 1 Hero Point

    Sadomasochism:

    Spell
    Traits: Arcane Divine Loot Magic
    To Acquire: Intelligence Wisdom Arcane Divine 16
    Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.

    Acquired cards:
    Djinn (Ally 3)
    Lyrune-quah Truthspeaker (Ally 4)
    Lamashtu's Madness (Blessing 2)
    Master of Masters (Blessing 3)
    The Empty Throne (Blessing 1)
    The Uprising (Blessing 1)
    Orison (Blessing 0)
    Steal Soul (Spell 5)
    Volcanic Storm (Spell 3)
    Aid (Spell 0)
    Safe Haven (Spell 4)

    To the discussion page!


  • Consensus is to do B next.

    SCENARIO CCT-5B: SHADOWS ON THE WING

    SETUP:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • While marked with the scourge Drained, your hand size is reduced by 2.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
  • Unhallowed
  • Withering: At the end of your turn, bury a random card from your discards.

    LOCATIONS:
    Base
    1 - Castle
    1 - Lair
    1 - Slaughterhouse
    2 - Throne Room
    3 - Storehouse
    4 - Stable
    5 - Chambers
    6 - Repository

    Story Banes:
    Danger: Ancient Skeleton, Wight, Wraith, Zombie Minions (Roll 1d4)
    Villain: Belshallam
    Closing Henchmen: Danse Macabre, Knurlott, Wraiths - Proxy A

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • While marked with the scourge Drained, your hand size is reduced by 2.


  • Harrowing:
    Raheli -

    The Queen Mother:

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

    Brielle -

    The Carnival:

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

    Enora -

    The Publican:

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

    Quinn -

    The Owl:

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

    Koren -

    The Winged Serpent:

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

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

    Please post starting info:

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


  • During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.
    WITHERING:
    At the end of your turn, bury a random card from your discards.
    UNHALLOWED
    DEADLY:
    When you suffer damage, it is increased by 1.

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • While marked with the scourge Drained, your hand size is reduced by 2.

    Story Banes
    Danger: Ancient Skeleton, Wight, Wraith, Zombie Minions (Roll 1d4)
    Villain: Belshallam
    Closing Henchmen: Danse Macabre, Knurlott, Wraiths - Proxy A

    Additional Rules: Story Bane Details:

    Ancient Skeleton (Danger 1):

    Story Bane
    Type: Monster
    Traits: Skeleton Undead Veteran
    To Defeat: Combat 11+##
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
    Wight (Danger 2):

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
    Wraith (Danger 3, Closing Henchman Proxy A):

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
    Zombie Minions (Danger 4):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
    Belshallam:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Combat 26
    Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card.
    Danse Macabre (Closing Hemchman):

    Story Bane
    Type: Barrier
    Traits: Skirmish Undead
    To Defeat: Combat 28 OR Dexterity Acrobatics Wisdom 11
    Immune to Cold, Mental, and Poison. Resistant to Attack. Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card. If undefeated, suffer the scourges Drained and Exhausted.
    Knurlott (Closing Hemchman):

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 14 THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    Scenario Level (#): 5

    Turn: 0, Koren/MauveAvengr

    Random Cards:

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

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

    Spoiler:
    Dandasuka
    CotCT
    Monster 3
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 11
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
    After the roll, if the check was not blessed, reroll 1 die showing the highest value.

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

    Barriers
    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

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


    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

    Spoiler:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

    Spoiler:
    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.

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

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

    Spoiler:
    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.

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

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


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

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


    Spoiler:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

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

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

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

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

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

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

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

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

    Spoiler:
    The 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:
    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:
    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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    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 ?: 11
    Located/Displayed Here: None

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

    Location #3: 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: None

    Location #4: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: Throne Room
    Urban
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: A local character summons and defeats the story bane Rioting Mob.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #7: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #8: 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: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    ==============
    Starting locations and hands, please! And don't forget your Harrow!


  • Replace Frost Ray with Disintegrate
    Start at Stables

    "

    Enora wrote:

    Hand: Chain Lightning, Create Mindscape, Codex, Bestiary of Garund, Gem of Mental Acuity, Blessing of Qi Zhong, The Publican,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Stable
    Hero Points: 4
    NOTES:
    Other: Paizo reroll used for scenario CoCT-5B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Enervation, Disintegrate, Salvator Scream, Channel the Gift, Chronicler, Sage's Journal, Blessing of the Spellbound, Binder's Tome, The Rakshasa, Korvosan House Drake, Fly, Fire Snake, Ice and Fire
    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) (☑ or reveal a card that has the Book 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 with Quinn (unless someone wants to start with him).

    Upgrade Cure to Mass Cure

    Loot: Totem Klar in place of Four-Mirror Armor

    Koren wrote:

    Hand: Tripartite Spear +2, Strength, Fortified Shell Armor, Totem Klar, Blessing of the Father of Creation, The Winged Serpent (Harrow),

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: w/ Quinn
    Hero Points: 5
    Paizo Reroll: 4D - 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)
    If bane is displayed next to you (local only) -> can display it next to Koren instead
    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 Iomedae, Thundering Earthbreaker, Spiked Plate, Gem of Physical Prowess, Refuge, Dwarven Earthbreaker +1, Dwarven War Shield, Grappler's Mask, Blessing of Shizuru, Tooled Crocodile Skin, Blessing of Cayden Cailean, Mass Cure, Blessing of Angradd, Blessing of Tsukiyo
    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.


    Deck Handler

    Start at Lair

    Guide_C gets upgraded to Pit Gladiator

    Quartermaster gets replaced by Loot Ruan Mirukova
    Pit Gladiator gets replaced by Loot Ausio Carowyn
    Gambeson gets replaced by Loot Moon Maiden Armor

    Brielle wrote:

    Hand: Blessing of Shizuru, Blessing of Achaekek, Blessing of Abadar, Grappler's Mask, Four-Mirror Armor, Belt of Physical Might_C, Gem of Physical Prowess, The Carnival_H,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Hero Points: 5
    Tier: 5.1"
    "NOTES:
    Available Support: Blessings as needed
    Movement: If closed: Castle
    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.


    Deckhandler

    Raheli switches out Web for Incendiary Cloud.

    The witch decides to start by rummaging through the Chambers.

    Raheli wrote:

    Hand: Fox, Incendiary Cloud, Climber's Gloves, Staff of Minor Healing, Silver War Paint (for Hypnotist's Locket), Gem of Physical Prowess, The Queen Mother (Harrow),

    Displayed: Flying Squirrel,
    Deck: 12 Discard: 0 Buried: 0
    "Current Location: Chambers
    Hero Points Available/Used: 4/0"
    "NOTES:
    Available Support: All cards as needed. Bot me as needed.
    Other: Dice Re-Roll Used for 5B?: 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.
    [X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.


    During This Adventure:

  • The Harrow suit is Stars.
  • Add 1d4 to Wisdom non-combat checks.
  • When you play your harrow, you may heal a blessing and/or a Divine card. (You cannot heal your own played Harrow in this way, as per a FAQ.)
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.
    WITHERING:
    At the end of your turn, bury a random card from your discards.
    UNHALLOWED
    DEADLY:
    When you suffer damage, it is increased by 1.

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • While marked with the scourge Drained, your hand size is reduced by 2.

    Story Banes
    Danger: Ancient Skeleton, Wight, Wraith, Zombie Minions (Roll 1d4)
    Villain: Belshallam
    Closing Henchmen: Danse Macabre, Knurlott, Wraiths - Proxy A

    Additional Rules: Story Bane Details:

    Ancient Skeleton (Danger 1):

    Story Bane
    Type: Monster
    Traits: Skeleton Undead Veteran
    To Defeat: Combat 11+##
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
    Wight (Danger 2):

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
    Wraith (Danger 3, Closing Henchman Proxy A):

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
    Zombie Minions (Danger 4):

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
    Belshallam:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Combat 26
    Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card.
    Danse Macabre (Closing Hemchman):

    Story Bane
    Type: Barrier
    Traits: Skirmish Undead
    To Defeat: Combat 28 OR Dexterity Acrobatics Wisdom 11
    Immune to Cold, Mental, and Poison. Resistant to Attack. Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card. If undefeated, suffer the scourges Drained and Exhausted.
    Knurlott (Closing Hemchman):

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 14 THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    Scenario Level (#): 5

    Turn: 1, Raheli/Chthonicthul

    Random Cards:

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

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

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

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


    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

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

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

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 15 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:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    Healing
    To Acquire:
    IntelligenceArcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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


    Spoiler:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 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:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

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

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

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


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

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

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

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

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

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

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

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

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

    Spoiler:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    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 Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Brielle/Shnik:
    Spoiler:
    Hourglass Card 1 Brielle/Shnik
    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 2 Enora/Gimry:
    Spoiler:
    Hourglass Card 2 Enora/Gimry
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 3 Quinn/JohnF:
    Spoiler:
    Hourglass Card 3 Quinn/JohnF
    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 4 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Koren/MauveAvengr
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 5 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 5 Raheli/Chthonicthul
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 6 Brielle/Shnik:
    Spoiler:
    Hourglass Card 6 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 7 Enora/Gimry:
    Spoiler:
    Hourglass Card 7 Enora/Gimry
    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 Quinn/JohnF:
    Spoiler:
    Hourglass Card 8 Quinn/JohnF
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 9 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Koren/MauveAvengr
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 10 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 10 Raheli/Chthonicthul
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 11 Brielle/Shnik:
    Spoiler:
    Hourglass Card 11 Brielle/Shnik
    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.
    Hourglass Card 12 Enora/Gimry:
    Spoiler:
    Hourglass Card 12 Enora/Gimry
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 13 Quinn/JohnF:
    Spoiler:
    Hourglass Card 13 Quinn/JohnF
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 14 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Koren/MauveAvengr
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 15 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 15 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 16 Brielle/Shnik:
    Spoiler:
    Hourglass Card 16 Brielle/Shnik
    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 17 Enora/Gimry:
    Spoiler:
    Hourglass Card 17 Enora/Gimry
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 18 Quinn/JohnF:
    Spoiler:
    Hourglass Card 18 Quinn/JohnF
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 19 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Koren/MauveAvengr
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 20 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 20 Raheli/Chthonicthul
    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.
    Hourglass Card 21 Brielle/Shnik:
    Spoiler:
    Hourglass Card 21 Brielle/Shnik
    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 22 Enora/Gimry:
    Spoiler:
    Hourglass Card 22 Enora/Gimry
    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 Quinn/JohnF:
    Spoiler:
    Hourglass Card 23 Quinn/JohnF
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 24 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 24 Koren/MauveAvengr
    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.
    Hourglass Card 25 Raheli/Chthonicthul:
    Spoiler:
    Hourglass Card 25 Raheli/Chthonicthul
    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 26 Brielle/Shnik:
    Spoiler:
    Hourglass Card 26 Brielle/Shnik
    Achaekek's Claws
    CotCT
    Blessing 4
    Traits:
    Deity: Achaekek
    Divine
    When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
    To Acquire:
    Intelligence
    Craft 8
    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
    Hourglass Card 27 Enora/Gimry:
    Spoiler:
    Hourglass Card 27 Enora/Gimry
    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.
    Hourglass Card 28 Quinn/JohnF:
    Spoiler:
    Hourglass Card 28 Quinn/JohnF
    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 29 Koren/MauveAvengr:
    Spoiler:
    Hourglass Card 29 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.

    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 ?: 11
    Located/Displayed Here: None

    Base Card 1:
    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.
    Base Card 2:
    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.
    Base Card 3:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 4:
    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.
    Base Card 5:
    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.
    Base Card 6:
    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.
    Base Card 7:
    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.
    Base Card 8:
    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.
    Base Card 9:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 10:
    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.
    Base Card 11:
    Krojun Eats-what-he-kills
    CotCT
    Supporter 4
    Traits:
    Barbarian
    Human
    Display. While displayed:
    * On any Strength check or any check against a monster, you may bury to add 1d10.
    * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.

    Location #2: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Castle Card 1:
    Skeletal Minotaur
    CotCT
    Monster 5
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 23
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
    Castle Card 2:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Castle Card 3:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

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

    Castle Card 4:
    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.
    Castle 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.
    Castle Card 6:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Castle Card 7:
    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.
    Castle Card 8:
    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.
    Castle Card 9:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Castle Card 10:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

    Location #3: 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: Brielle/Shnik, None
    Lair Card 1:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    Lair Card 2:
    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.
    Lair Card 3:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Lair Card 4:
    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.
    Lair Card 5:
    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.
    Lair Card 6:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.
    Lair Card 7:
    Vindicator
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
    On a distant character's combat check, freely reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Lair Card 8:
    Limning Starknife
    CotCT
    Weapon 4
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    Respect
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.
    Lair Card 9:
    Danse Macabre
    CotCT
    Story Bane 5
    Type: Barrier
    Traits:
    Skirmish
    Undead
    To Defeat:
    Combat 28
    OR Dexterity
    Acrobatics
    Wisdom 11
    Immune to Cold, Mental, and Poison.
    Resistant to Attack.
    Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
    If undefeated, suffer the scourges Drained and Exhausted.
    Lair Card 10:
    Gargoyle
    CotCT
    Monster 4
    Traits:
    Gargoyle
    To Defeat:
    Combat 21
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Location #4: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Slaughterhouse Card 1:
    Horrorbane Heavy Pick
    CotCT
    Weapon 5
    Traits:
    Magic
    Melee
    Pick
    Piercing
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
    Slaughterhouse Card 2:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Slaughterhouse Card 3:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Slaughterhouse Card 4:
    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.
    Slaughterhouse Card 5:
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.
    Slaughterhouse Card 6:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    Slaughterhouse Card 7:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Slaughterhouse Card 8:
    Belshallam
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Combat 26
    Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained.
    If undefeated, bury your role card.
    Slaughterhouse Card 9:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Slaughterhouse Card 10:
    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.

    Location #5: Throne Room
    Urban
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: A local character summons and defeats the story bane Rioting Mob.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/JohnF, Koren/MauveAvengr, None
    Throne Room Card 1:
    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.
    Throne Room Card 2:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Throne Room Card 3:
    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.
    Throne Room Card 4:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Throne Room Card 5:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Throne Room Card 6:
    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.
    Throne Room Card 7:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
    Throne Room Card 8:
    Disintegrate
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Throne Room Card 9:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    Healing
    To Acquire:
    WisdomSurvival 11
    OR Divine 9
    At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
    Throne Room Card 10:
    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.

    Location #6: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Storehouse Card 1:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
    Storehouse Card 2:
    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.
    Storehouse Card 3:
    Fireball Beads
    CotCT
    Item 4
    Traits:
    Accessory
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to roll 3d6+12.

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

    Storehouse Card 4:
    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.
    Storehouse Card 5:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Storehouse Card 6:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Storehouse Card 7:
    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+#.
    Storehouse Card 8:
    Scabbard of Keen Edges
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 12
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
    Storehouse Card 9:
    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.
    Storehouse Card 10:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #7: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Gimry, None
    Stable Card 1:
    Angelic Armor
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Loot
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
    Stable Card 2:
    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.
    Stable Card 3:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Stable Card 4:
    Knurlott
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
    Stable Card 5:
    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.
    Stable Card 6:
    Pegg and Louie
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Wisdom
    Survival 13
    OR Suffer The Scourge Frightened 0
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
    Stable Card 7:
    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.
    Stable Card 8:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Stable Card 9:
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.
    Stable Card 10:
    Hippogriff Fledgling
    CotCT
    Ally 4
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
    Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

    Location #8: 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: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Chthonicthul, None
    Chambers Card 1:
    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.
    Chambers Card 2:
    Cursed Statue
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.
    Chambers Card 3:
    Aerilaya
    CotCT
    Ally 5
    Traits:
    Banshee
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Weapon 0
    Display. While displayed:
    * On local combat or Constitution checks, add 1d6.
    * At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.
    Chambers Card 4:
    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.
    Chambers Card 5:
    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.

    Chambers Card 6:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Chambers Card 7:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

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

    Chambers Card 8:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 16
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

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

    Chambers Card 9:
    Wyvern
    CotCT
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 18
    OR Survival 12
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
    Chambers Card 10:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    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: 1 Sp: 0 Ar: 2 I: 2 Al: 4 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Moon Maiden Armor):
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    Cards Not In the Box Card 2 (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 3 (Thundering Earthbreaker):
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cards Not In the Box Card 4 (Blue War Paint):
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 5 (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 6 (Lyrune-quah Moon Maiden):
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.
    Cards Not In the Box Card 7 (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 8 (Totem Klar):
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Cards Not In the Box Card 9 (Red War Paint):
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Cards Not In the Box Card 10 (The Queen Mother):
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Cards Not In the Box Card 11 (The Owl):
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Cards Not In the Box Card 12 (The Carnival):
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 13 (The Publican):
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Cards Not In the Box Card 14 (The Winged Serpent):
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.


  • Deckhandler

    Turn 1: Raheli/Orison

    Explore Chamber Card #1: Locked Door
    Disable 11 to defeat Locked Door, recharging Staff of Minor Healing to add d4 plus 3: 1d10 + 4 + 2 + 1d4 + 3 ⇒ (2) + 4 + 2 + (2) + 3 = 13 Defeated; banished
    Draw Blue War Paint for succeeding at check as per character power

    Explore Chambers Card #2 for defeating Locked Door : Cursed Statue
    Wow, really glad not to have examined that.
    Disable 10 to defeat Cursed Statue, recharging Silver War Paint to add d4 plus 4: 1d10 + 4 + 2 + 1d4 + 4 ⇒ (5) + 4 + 2 + (1) + 4 = 16 Defeated; banished. Two Disable checks in a row... fortuitous.
    Draw Blessing of the Gods for succeeding at check as per character power

    Discard Fox to explore Chamber Card #3: Aerilaya
    Charisma 12 to acquire Aerilaya, recharging Gem of Physical Prowess to use Dexterity and discarding Blessing of the Gods to Bless: 1d10 + 4 + 1d10 ⇒ (8) + 4 + (7) = 19 ooh! Acquired.

    Bury random card from discard for Withering: 1d2 ⇒ 1 Fox
    Reset hand and end turn.

    Raheli wrote:

    Hand: Augury, Incendiary Cloud, Climber's Gloves, Blue War Paint (for Phoenix Staff), Aerilaya (acquired), The Queen Mother (Harrow),

    Displayed: Flying Squirrel,
    Deck: 12 Discard: 1 Buried: 1
    "Current Location: Chambers
    Hero Points Available/Used: 4/0"
    "NOTES:
    Available Support: All cards as needed. Bot me as needed.
    Other: Dice Re-Roll Used for 5B?: 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.
    [X] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.


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

    Quinn (and Koren) will start at the Castle.

    Quinn wrote:

    Hand: Defending Sansetsukon +1, Blackjack's Daggers, Magic Leather Armor (Core), Helpful Haversack (Core), Investigator's Lamp, Masterwork Tools, Salvator Scream, The Owl,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Castle
    Hero Points: 5
    Reroll Used: N
    NOTES:
    Available Support: Blessings generally available (not the Blessing of Kofusachi, though). Sages Journal can be buried to add 1d10+6 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): Shy Ratani, Cloak of Daggers, Monkey, Eagle, Quartermaster, Blackjack's Gear, Sage's Journal (Core), Blessing of the Quartermaster, Gem of Mental Acuity, Blackjack's Rapier, Blessing of Abadar, Adamantine Sai +2
    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
    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.
    ☑ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.


    Deck Handler

    Turn 2, The Eclipse
    Hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.

    Stay at Lair

    Explore Lair #1 => Good Omen

    Wisdom 9: 2d4 ⇒ (4, 3) = 7 => failed

    Discard Blessing of Achaekek to explore Lair #2 => Dire Lion

    BA Melee (Stealth) 7: 1d8 + 6 ⇒ (8) + 6 = 14 => passed

    Reveal Gem of Physical Prowess, reveal Belt of Physical Might_C, bury Blessing of Abadar to rage

    Combat 17: 1d12 + 2d8 + 1d4 + 10 ⇒ (11) + (7, 5) + (4) + 10 = 37 => defeated, Blessing of Abadar recharged

    Display Four-Mirror Armor

    End turn, Blessing of Achaekek buried

    Brielle wrote:

    Hand: Blessing of Shizuru, The Carnival_H, Moon Maiden Armor_L, Grappler's Mask, Blessing of Shax, Belt of Physical Might_C, Gem of Physical Prowess,

    Displayed: Four-Mirror Armor,
    Deck: 11 Discard: 0 Buried: 1
    "Hero Points: 5
    Tier: 5.1"
    "NOTES:
    Available Support: Blessings as needed
    Movement: If closed: Castle
    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.

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